The Varisian Runelord

Seoni, a Varisian runelord

The frontier nation of Varisia is known for a rich history of magic and ancient power, as well as known for its varied people and their legends. The blood of ancient and grand Thassalonia runs in the veins of this land, while the power of rune magic has faded from the every day life of magic-users, there are some who hold to the old ways and reclaimed some of these ancient ways. By using the advanced forms of Thassalonian runecraft and through rediscovery of the ancient, pure form of magic used by that fallen empire before it descended to hubris and sin-magic, the Varisian runelord may find himself capable of a great deal more than simple magical amplification through his runes. By constantly adding to and modifying his runic tattoos, the Varisian runelord may reach the lofty heights of power enjoyed by lost Thassalonia.

Wizards and sorcerers make up the majority of members of this class, with the odd bard or witch finding talent in it as well. Wizards see themselves as the intellectual heirs to this tradition, where as sorcerers find themselves being natively attached this destiny, feeling the call to this ancient magic within their very bloodline (often through heredity and family tradition).
Hit Die: d6

Prerequisites:
Skills: Craft (tattoo) 5 ranks, Knowledge (arcana) 10 ranks, Linguistics 3 ranks
Feats: Scribe Scroll, Spell Focus (any two schools but divination), Varisian Tattoo (any one school but divination)
Spellcasting: Must be capable of casting 5th level arcane spells.
Languages Known: Thassalonian

Varisian Runelord
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spellcasting

1st|
+0
|
+0
|
+0
|
+1
|Arcane bond, runic power, advanced runecraft|+1 level of existing arcane spellcasting class

2nd|
+1
|
+1
|
+1
|
+1
|Arcane sigla|+1 level of existing arcane spellcasting class

3rd|
+1
|
+1
|
+1
|
+2
|Defensive sigla|+1 level of existing arcane spellcasting class

4th|
+2
|
+1
|
+1
|
+2
|Advanced runecraft|+1 level of existing arcane spellcasting class

5th|
+2
|
+2
|
+2
|
+3
|Arcane sigla|+1 level of existing arcane spellcasting class

6th|
+3
|
+2
|
+2
|
+3
|Enhanced defensive sigla|+1 level of existing arcane spellcasting class

7th|
+3
|
+2
|
+2
|
+4
|Advanced runecraft|+1 level of existing arcane spellcasting class

8th|
+4
|
+3
|
+3
|
+4
|Arcane sigla|+1 level of existing arcane spellcasting class

9th|
+4
|
+3
|
+3
|
+5
|Sigla matrix|+1 level of existing arcane spellcasting class

10th|
+5
|
+3
|
+3
|
+5
|Lord of Runes, advanced runecraft|+1 level of existing arcane spellcasting class[/table]

Class Skills: Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Skill points per level: 4 + Intelligence modifier

Class Features:

Weapon and Armor proficiency: Runelords gain no additional weapon or armor proficiencies.

Spellcasting: At each level, the character gains new spells per day (and spells known, if applicable) and an increase in caster level as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. The runelord does not, however, gain any other benefit a character of that class would have gained.

Arcane Bond (Su): At 1st level, the runelord gains an arcane bond, as a wizard equal to his class level. Levels in Varisian runelord stack with any wizard levels (or arcane bloodline sorcerer levels) the character possesses when determining the powers of his familiar or bonded object. This ability does not allow the character to have both a familiar and a bonded item.

Runic Power (Su): At the heart of every runelord's tattoos there is a core rune structure that is always centered over a chakra point in the body, a place of personal energy from which the rune tattoo can draw its strength. Through this and other wells of runic power that connect to additional chakras, the runelord is capable of drawing on eldritch strength to augment his tattoos and his magical strength. At 1st level, the runelord gains a reservoir of arcane energy within his tattoos that he can draw upon to fuel his runic powers. This arcane pool has a number of points equal to his runelord level + his spellcasting attribute modifier (Intelligence for Wizards, Charisma for Sorcerers, etc). The pool refreshes once per day when the runelord prepares his spells. For each time he gains the Varisian Tattoo feat or the Greater Spell Focus feat, his runic power pool increases by 1.

Advanced Runecraft: Varisian runelords are capable of manipulating ambient magical flows within their body, shaping them into very lines of magic inked into their skin. By continuing to tattoo more and more rune structures and combining them to form more advanced magical flows throughout his body, the runelord may create abilities called runecrafts that grant him access to his runic power and other abilities. Every three levels the runelord may select an advanced runecraft from the list below:
  • Advanced Bloodline: Selecting this runecraft allows the sorcerous runelord to advance his bloodline by three levels (not to exceed his character level), gaining the abilities of this bloodline or improving their strengths (example: an arcane sorcerer 8/runelord 3 who has selected this runecraft would count his sorcerer level for the purposes of his bloodline powers and bloodline spells to be 11th level). This runecraft may be selected multiple times.
  • Advanced Course of Study: Selecting this runecraft allows the wizard runelord to advance his school specialization by three levels (not to exceed his character level), gaining the abilities of this specialization or improving their strengths (example: an abjurer 8/runelord 3 who has selected this runecraft would count his wizard level for the purposes of his school powers to be 11th level). This runecraft may be selected multiple times.
  • Advanced Witchcraft: Selecting this runecraft allows the witch runelord to advance his hexes by three levels (not to exceed his character level), potentially gaining new hexes and access to more powerful hexes (example: a witch 8/runelord 3 who has selected this runecraft would count his witch level for the purposes of his hexes and their uses to be 11th level). This runecraft may be selected multiple times.
  • Eldritch Knowledge: This runecraft allows the runelord to add any one spell of a level he can cast from his spellcasting class' spell list to his spells known or to his spellbook. Alternatively, he may select a spell from another class' spell list as if the selected spell was one level higher and add it to his repertoire. This runecraft may be selected multiple times.
  • Metamagic Runes: By tattooing the principles of augmentation upon his skin, he is capable of easily augmenting his magic through runic power. When selecting this runecraft, the runelord must select a specific metamagic feat to emulate. The character may spontaneously apply this metamagic feat by spending the feat's spell level adjustment in runic power when casting the spell to be augmented. This runecraft may be taken multiple times.
  • Runic Barrier: By selecting this runecraft, the runelord reinforces the defensive sigla on his body to become incredibly resistant to damage. The first time the character selects this runecraft, he gains DR 5/magic. Subsequent times this is selected, this improves by 3. This runecraft may be selected multiple times.
  • Runic Healing: Runelords are said to be incredibly hard to kill, and it is because they're capable of entering healing meditations where they use their rune structures to pull their injured bodies together again. By spending one runic power point and spending five minutes in meditation, the character may restore 1d8 hit points per two class levels they possess.
  • Runes of Shaping: The ancient battle mages of Thassalonia were capable of sculpting their spells on the battlefield by using runic enhancements on their forms, and the runelord has rediscovered this technique. The runelord can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spellís area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. To be able to shape a spell, the character must make a DC 16 + the spell's level Spellcraft check to change its area of effect.
  • Spell Focus Runes: By inscribing into their flesh with ink the principles of a school of magic (any but Divination), they can improve their magical abilities by passively increasing their potency. By taking this runecraft, the character gains the Spell Focus feat, or if he possesses Spell Focus in a school already, he may select the Greater Spell Focus feat in that school. This runecraft may be selected multiple times.


Arcane Sigla (Su): At 2nd, 5th, and 8th level the runelord's body sigla continue to grow in power and force, enhancing the character's magic more and more. Each time the character gains this class feature, he may choose a single school of magic that he possesses the Spell Focus feat for. He gains the Varisian Tattoo feat as a bonus feat. Alternately, the character can specialize further in a school of magic that he possesses the Varisian Tattoo feat in by gaining the Greater Spell Focus feat as a bonus feat.

Defensive Sigla (Su): At 3rd level, the tattoos of arcane power that line the runelord's body are capable of using the residual magic flows within them to provide passive protection to the runelord. The character gains a +2 bonus to Armor Class and to saving throws, but the character must possess at least one point in his runic power pool.

Enhanced Defensive Sigla (Su): Upon reaching 6th level, the runelord is capable of manipulating his tattoos for incredible feats of resiliency. Firstly, the runelord is considered under a constant endure elements effect, and he may channel raw arcane energies through the tattoos for greater protection. On any round he casts a spell, his defensive sigla bonus improves to +4, or if he spends a point from his runic power pool for charging his defensive barrier, he may elect to add his spellcasting attribute modifier to his Armor Class or to saving throws for one round.

Sigla Matrix (Su): At 9th level, the runic power of the Varisian runelord increases further, allowing him to generate incredible arcane power through his will and arcane knowledge. The runelord learns to use his runic tattoos to generate magical effects through spell energy and rune power. By spending two runic power and one spell slot, the character can generate any arcane spell of a school that they possess the Varisian Tattoo feat for of a level equal to the spell slot sacrificed. The character must make a Spellcraft check equal to DC 16 + the level of the Spell attempted to cast this spell through the sigla matrix. The spell attempted must be a spell that is an arcane spell on his class' spell list.

Lord of Runes: Upon reaching 10th level, the Varisian runelord has reached true mastery of his abilities, and has found the true well of ancient Thassalonian power within him. He has transcended his mortal limitations on drawing upon the ambient flows of magic in the land, and these energies constantly flow through him to replenish his strength and support his defenses. He may enter a meditative state where he harmonizes with these ambient flowers, and while in this state he regains one point to his runic power pool every minute he spends. If the character possesses the runic barrier runecraft, this DR becomes DR */- with * being the total damage reduction provided by that runecraft. Lastly, the runic cost for metamagic runecraft is reduced by 1 (to a minimum of 0).


---

Just a little Pathfinder love I whipped up for my current campaign. PEACH is appreciated, or just tell me what you think! :)

-X