Equipment Runes

Runes by Level

Note: Given that equipment runes are only compatible with the armor, feet, hands, head, shoulders, and weapon item slots, any equipment runes that list "all slots" in the rune summary mean they are simply compatible with all six of those slots.


Equipment Runes

Apprentice's Chickenscratch

Type: Equipment
Slot: Shoulders
Power Level: Least, Greater
Action to Activate: 1 swift action
Activation Cost: Least - 1 inscription point, Greater - 2 inscription points
Activation Duration: 1 minute/level

Apprentice runesmiths are usually told to practice on cloaks, for they are large, regular surfaces and are fairly forgiving given the wide sweep that they cover. This doesn't stop some apprentices from producing some wildly off-kilter runes, however.

PASSIVE
Least - When inscribing this rune, roll on the table below. The wearer gains the listed benefit.
Greater - As Least, but the rolled bonus has a magnitude of +2.

ACTIVE
Least/Greater - The bonus granted by this rune's passive is a luck bonus rather than its listed type.

Table: Apprentice's Chickenscratch Effects
d8 Effect
1 +1 resistance bonus to Fortitude saving throws
2 +1 resistance bonus to Reflex saving throws
3 +1 resistance bonus to Will saving throws
4 +1 enhancement bonus to natural armor bonus to AC
5 +1 morale bonus to damage rolls
6 +1 morale bonus to attack rolls
7 +1 morale bonus to CMB
8 +1 morale bonus to CMD

Archmage's Sigil

Type: Equipment
Slot: Head
Power Level: Least, Lesser, Greater, Grandmaster

Wizardly ways, particularly those of wizards who compulsively produce scrolls, are surprisingly compatible with those of the runesmith. The archmage's sigil is the result of their cooperation: a rune that generates power of its own, but has no other actual use.

PASSIVE
Least - The size of the wearer's inscription pool increases by +1. Only the inscriber of this rune can gain benefit from it.
Lesser - As Least, but the size of the wearer's inscription pool increases by +2.
Greater - As Least, but the size of the wearer's inscription pool increases by +4.
Grandmaster - As Least, but the size of the wearer's inscription pool increases by +6.

ACTIVE
None.

Aurora's Emblem

Type: Equipment
Slot: Head
Power Level: Least, Greater
Action to Activate: 1 move action
Activation Cost: 1 inscription point
Activation Duration: Least 1 minute, Greater 3 rounds

Those cultures that come into being under the light of a periodic aurora tend to become quite attached to their sometime spectacle.

PASSIVE
Least - The wearer gains a +1 insight bonus to saving throws against all spells and abilities that blind or dazzle on a failed saving throw, as well as against gaze abilities.
Greater - As Least, but a +2 insight bonus.

ACTIVE
Least - The wearer gains the ability to direct a blast of light at a creature within 60 feet as a swift action. The target creature is dazzled for 2d4 rounds with a Fortitude save to negate.
Greater - As Least, but the target creature is instead blinded for 1 round with a Fortitude save to negate.

Berserker's "Armor"

Type: Equipment
Slot: Armor
Power Level: Least, Lesser, Greater, Grandmaster
Action to Activate: 1 standard action
Activation Cost: Least/Lesser 1 inscription point, Greater/Grandmaster 2 inscription points
Activation Duration: 1 minute/level (D)

There are tales of barbarian tribes whose warriors painted themselves before going into battle, sometimes without armor at all. The very fact that this actually works drew the attention of a group of runesmiths, who, after much research, teased out a small measure of the barbarians' secret.

PASSIVE
Least - Whenever the wearer would gain temporary hit points, increase the number of temporary hit points gained by +1.
Lesser - As Least, but increase the number of temporary hit points gained by +2 instead. A source of temporary hit points cannot be increased beyond double in this manner. For example, if a source would grant 1 temporary hit point, then this bonus only allows it to increase to 2 temporary hit points, or double the base amount.
Greater - As Lesser, but increase the number of temporary hit points gained by +3 instead.
Grandmaster - As Lesser, but increase the number of temporary hit points gained by +5 instead.

ACTIVE
Least - The wearer gains 1d3 + half the inscriber's runesmith level temporary hit points, rounded down. These temporary hit points persist for the duration of the rune's activation. While the wearer has temporary hit points from any source over the course of this activation, it also has DR 1/-.
Lesser - As Least, but the wearer gains 1d3 + the inscriber's runesmith level temporary hit points instead.
Greater - The wearer gains 2d6 + the inscriber's runesmith level temporary hit points, rounded down. These temporary hit points persist for the duration of the rune's activation. While the wearer has temporary hit points from any source over the course of this activation, it also has DR 3/-.
Grandmaster - As Greater, but the wearer gains 2d10 + inscriber's runesmith level temporary hit points, and the damage reduction increases to DR 6/-.

SPECIAL
Unlike other armor runes, berserker's "armor" must be inscribed upon the bare skin (or whatever passes for an outside covering) of a creature, and its effects are suppressed whenever that creature is wearing armor.

Calling Card of the Fool

Type: Equipment
Slot: Weapon
Power Level: Greater
Action to Activate: 1 swift action
Activation Cost: 1 inscription point
Activation Duration: 1 round/level or until discharged (D)

The Fool's role in court is twofold. First and foremost, he is an entertainer; however, the Fool is also a pundit, the only man in court who can speak the true mind of his liege, so long as he couches it in the silly and ridiculous.

PASSIVE
Greater - While the wielder of a weapon with this rune is confused, it rolls twice on the table that determines its behavior each round and chooses one result to follow.

ACTIVE
Greater - A weapon with this rune is temporarily considered to be a rod of wonder in addition to its status as a weapon. After being used once, the weapon is no longer considered as such.

Crest of the Bullfighter

Type: Equipment
Slot: Shoulders
Power Level: Lesser, Greater
Action to Activate: 1 immediate action
Activation Cost: 1 inscription point
Activation Duration: instantaneous

Bullfighting is a very special kind of bloodsport that pits an oversized bovine against a man with a cape and some mounted helpers with spears. Given the animal usually loses, those races whose culture has evolved against losing sapient life in the arena tend to tolerate it, and those races whose cultures embrace the bloodsport in its fullest still find bullfighting bloody enough to be a good time. In the end, its straddling of concepts makes bullfighting the single most acceptable form of bloodsport in the known world.

PASSIVE
Lesser - The wearer gains a +5 competence bonus to all non-musical, non-oratory Perform checks, such as Perform (dance).
Greater - As Lesser, but the wearer also gains a +2 circumstance bonus to Bluff checks made to feint.

ACTIVE
Lesser - This rune can only be activated in response to the wearer being charged. If the creature charging the wearer misses, then it continues moving in a straight line until it has moved a total distance of twice its base land speed, or until it runs into a solid obstruction or another creature. It is treated as having charged any creature in runs into, but may choose not to attack that creature.
Greater - As Lesser, but if the charging creature runs into another creature, it must attack it.

Duelist's Insignia

Type: Equipment
Slot: Hands
Power Level: Lesser, Grandmaster
Action to Activate: 1 standard action
Activation Cost: Lesser 2 inscription points, Grandmaster 3 inscription points
Activation Duration: 1 hour

Few runesmiths are proper duelists, as duelists are sprightly buggers who'd rather run from a hit than take it and keep following through. Given that lack of overlap, stealing what they do best becomes a very high-value proposition.

PASSIVE
Lesser - The wearer gains the benefit of the Weapon Focus feat, but only when wielding weapons produced by gloves or gauntlets with this rune. In addition, the wearer is proficient with all weapons produced by this rune.
Grandmaster - As Lesser, but the wearer also gains the benefit of the Weapon Specialization feat. Like the Weapon Focus feat, it only applies to weapons produced by gloves or gauntlets with this rune.

ACTIVE
Lesser - A masterwork rapier and a masterwork dagger appear in the wearer's hands. If one or both hands are occupied, then one or both weapons clatter to the ground. Weapons produced in this manner vanish immediately in the following situations: if the sale of such a weapon is attempted or if the rune is activated again.
Grandmaster - As Lesser, but the weapons produced are +4 weapons.

Duelist's Ward

Type: Equipment
Slot: Armor
Power Level: Lesser, Greater
Action to Activate: 1 immediate action
Activation Cost: 1 inscription point
Activation Duration: see text

When hunkering down in full plate and grabbing a shield the size of a dinner table just isn't feasible, there's a rune to simulate the experience.

PASSIVE
Lesser/Greater - The wearer has a shield bonus to AC equal to the enhancement bonus of the armor upon which duelist's ward is inscribed.

ACTIVE
Lesser - None.
Greater - The wearer grants the shield bonus to AC conferred by duelist's ward to a willing creature within 30 feet. The subject retains this shield bonus to AC until the beginning of the wearer's turn. The wearer may delay its turn to prolong the effect.

Emblem of the Engineer

Type: Equipment
Slot: Weapon
Power Level: Lesser
Action to Activate: 1 swift action
Activation Cost: 1 inscription point
Activation Duration: 1 round

Most militaries operate under a system that uses the officer corps as a way to get noblemen into positions of authority and prestige. This doesn't work in the artillery corps, as a good artilleryman (or, at the very least, the artilleryman's officer) needs to be able to do math. Seeing a disconnect between culture and necessity, runesmiths quickly devised a way to bridge the gap and make industry, not education, the limiting factor for heavy warfare, so long as the runesmiths are paid, of course.

PASSIVE
Lesser - If the runed weapon is a ballista, catapult, or similar ranged siege weapon, then all creatures that operate it are considered to have the Siege Engineer feat.

ACTIVE
Lesser - If the runed weapon is a ballista, catapult, or similar ranged siege weapon, then a single creature counts as a full crew team for the purpose of reloading the runed weapon.

Emblem of Purgation

Type: Equipment
Slot: Armor
Power Level: Least, Lesser, Greater, Grandmaster
Action to Activate: 1 standard action
Activation Cost: Least/Lesser 1 inscription point, Greater/Grandmaster 2 inscription points
Activation Duration: 1 round/level (D)

Sometimes, a warrior just has to get really, really angry.

PASSIVE
Least - The wearer gains a +1 morale bonus to Constitution.
Lesser - The wearer gains a +1 morale bonus to Strength and Constitution.
Greater - The wearer gains a +2 morale bonus to Constitution, and a +1 morale bonus to Strength.
Grandmaster - The wearer gains a +2 morale bonus to Strength and Constitution.

ACTIVE
Least/Lesser/Greater/Grandmaster - The morale bonuses granted by the runed item doubles. (Remember, moment of greatness fans, the doubling of a doubling is a tripling!)

Emblem of the Scout

Type: Equipment
Slot: Feet
Power Level: Least, Lesser, Grandmaster
Action to Activate: Least 1 swift action, Lesser 1 move action, Grandmaster 1 swift action
Activation Cost: Least/Lesser 1 inscription point, Grandmaster 2 inscription points
Activation Duration: Least 1 round, Lesser 2 rounds, Grandmaster 1 minute/level

The emblem of the scout's shape suggests wiry mobility in a package that is anything but ostentatious.

PASSIVE
Least - The wearer gains a +5-foot bonus to his base land speed. This is an enhancement bonus.
Lesser - As Least, but the wearer also treats Stealth as though it were a class skill.
Grandmaster - The wearer gains a +10-foot bonus to his base land speed. This is an enhancement bonus. In addition, the wearer treats Stealth as though it were a class skill and may roll twice and take the better result when performing the Stealth skill.

ACTIVE
Least - The wearer gains a +2 dodge bonus to AC.
Lesser - The wearer becomes invisible, as the invisibility spell.
Grandmaster - Upon the activation of this rune, its wearer makes a Stealth check as a free action, opposed by a Perception check made by each enemy within 60 feet. For the duration of the activation, the wearer is considered to be invisible, as the invisibility spell, but only from the point of view of creatures who lost the opposed roll. Whenever the wearer performs an action that would end the invisibility spell, each creature within 60 feet that considers the wearer to be invisible may make an additional Perception check against the original Stealth check. If a creature wins the opposed roll, it no longer considers the wearer to be invisible.

Evader's Deletion

Type: Equipment
Slot: Armor, Feet, Hands, Head, Shoulders,Weapon
Power Level: Least, Lesser, Greater

Sometimes, the wealth and capabilities that you do not flaunt are more important than those you do.

PASSIVE
Least - When inscribed upon a mundane item, or a magic item with a caster level of 5th or less, that item ceases to produce a detectable magical aura and gains a +10 insight bonus to saving throws against divination spells cast with it as a target, such as scrying. If a divination spell requires a caster level check to succeed, the DC of that check increases by +10 instead. This protection does not extend to the wielder or wearer of that item.
Lesser - As Least, but it protects magic items with a caster level of 12th or less.
Greater - As Least, but it protects any non-artifact magic item.

ACTIVE
None.

SPECIAL
Unlike other equipment runes, evader's deletion may be inscribed upon magic items of any sort without restriction, and it does not suppress any of the item's abilities.

Exemplar's Example

Type: Equipment
Slot: Head
Power Level: Least, Lesser, Greater, Grandmaster
Action to Activate: 1 full-round action
Activation Cost: 1 inscription point
Activation Duration: instantaneous

There's always somebody with more skill.

PASSIVE
Least - When inscribing this rune, choose a skill. The wearer gains a +1 luck bonus to the chosen skill.
Lesser - As Least, but a +2 luck bonus to the chosen skill instead.
Greater - As Least, but a +3 luck bonus to the chosen skill instead.
Grandmaster - As Least, but a +5 luck bonus to the chosen skill instead.

ACTIVE
Least/Lesser/Greater - When activated, choose a skill. Exemplar's example now grants its bonus to the newly-chosen skill rather than the to the previously-chosen skill.
Grandmaster - As Least; however, the inscriber may choose to increase the activation time of this rune to 1 minute. If he does, the activation cost is set to 0 inscription points for that activation.

Hangman's Assistant

Type: Equipment
Slot: Shoulders
Power Level: Lesser, Greater, Grandmaster
Action to Activate: 1 standard action
Activation Cost: Lesser 1 inscription point, Greater/Grandmaster 2 inscription points
Activation Duration: 1 minute/2 levels or until destroyed (see text)

Being an executioner is hard work, and sometimes a noose just isn't at hand. A cloak will do in a pinch.

PASSIVE
Lesser - The wearer gains the ability to use the runed cloak as a primary natural attack with a reach of 5 feet. The cloak deals 1d4 points of damage (1d3 for a Small wearer) and applies no ability modifier to damage. It has hit points equal to twice the runesmith level of the inscriber and hardness equal to the wearer's Intelligence modifier.
Greater - As Lesser, but the cloak now applies the wearer's Intelligence modifier to damage.
Grandmaster - As Greater, but the cloak now has a reach of 10 feet.

ACTIVE
Lesser - When activated, the wearer may perform the following with its runed cloak:

  • Trip (Ex) Whenever the wearer successfully hits a creature with its cloak, it may attempt attempt a combat maneuver check to trip the creature as a swift action without provoking an attack of opportunity, using its Intelligence modifier in place of its Strength modifier when making the combat maneuver check.

Greater - When activated, the wearer may perform the following, as well as all Lesser active abilities, with its runed cloak:

  • Constrict (Ex) When the wearer's cloak successfully grapples an opponent, it can begin constricting its victim as a swift action, dealing damage equal to that of its cloak attack.
  • Grab (Ex) Whenever the wearer successfully hits a creature with its cloak, it may attempt to grapple that foe with its cloak as a swift action without provoking an attack of opportunity, using its Intelligence modifier in place of its Strength modifier when making the combat maneuver check. The wearer does not gain the grappled condition, but it can no longer attack with its cloak for the duration of the grapple.

Grandmaster - When activated, the wearer may perform the following, as well as all Lesser and Greater active abilities, with its runed cloak:

  • Strangle (Ex) Whenever the wearer's cloak is grappling a creature, that creature is considered strangled, and cannot speak or cast spells with verbal components.

SPECIAL
If a cloak with hangman's assistant is reduced to 0 hit points while it is activated, that activation ends immediately, though the residual magic repairs the cloak somewhat. The cloak's current hit points are set to what its current hit points were at the point of activation. It cannot be activated again for 1 minute.

Hoarfrost Emblem

Type: Equipment
Slot: Weapon
Power Level: Least, Lesser, Greater, Grandmaster
Action to Activate: 1 standard action
Activation Cost: Least/Lesser 1 inscription point, Greater/Grandmaster 2 inscription points
Activation Duration: 1 round + 1 round/3 levels

It's a wonder that weapons with this rune don't just crumble to bits at the first sharp impact, but that's magic for you.

PASSIVE
Least - Creatures dealt damage by a weapon with this rune have their base land speed reduced by -5 feet for 1 round. This penalty does not stack, and a creature's base land speed cannot be reduced below half in this manner.
Lesser - As Least, but the penalty to movement speed can stack, to a maximum of -10 feet.
Greater - Creatures dealt damage by a weapon with this rune have all of their forms of movement reduced by -5 feet for 1 round. This penalty stacks, to a maximum of -10 feet, though no form of movement can be reduced below half in this manner.
Grandmaster - As Greater, but the penalty to movement speed stacks to a maximum of -15 feet.

ACTIVE
Least - The penalty imposed by this rune's passive ability has a duration of 2 rounds while active. In addition, this weapon explodes in a burst of cold on a successful hit, dealing 1 point of cold damage to all creatures in a 5ft. radius burst centered on the creature struck. The wielder is immune to this damage.
Lesser - As Least, but the explosion of cold now deals 1d3 points of cold damage.
Greater - As Least, but the explosion of cold now deals 1d6 points of cold damage.
Grandmaster - As Least, but the explosion of cold now deals 1d8 points of cold damage. In addition, the penalty imposed by this rune's passive ability has a duration of 1 minute if applied while the rune is active.

Hurler's Dag

Type: Equipment
Slot: Hands
Power Level: Least, Lesser, Greater, Grandmaster
Action to Activate: 1 swift action
Activation Cost: Least/Lesser 1 inscription point, Greater/Grandmaster 2 inscription points
Activation Duration: 1 round

Inspired by the "war paint" worn by overly-serious halflings entering rock-skipping tournaments, the hurler's dag turns any individual into a master chucker.

PASSIVE
Least - A pair of gloves or gauntlets with this rune has a capacity of 2 (see SPECIAL, below).
Lesser - When inscribing this rune, choose a known Least equipment rune that is compatible with weapons. Ammunition fired from a glove with hurler's dag is invested with the passive benefit of the chosen rune. A pair of gloves or gauntlets with this rune has a capacity of 3 (see SPECIAL, below).
Greater - As Lesser, but choose a Lesser equipment rune that is compatible with weapons instead. A pair of gloves or gauntlets with this rune has a capacity of 4 (see SPECIAL, below).
Grandmaster - As Lesser, but choose a Greater equipment rune that is compatible with weapons instead. A pair of gloves or gauntlets with this rune has a capacity of 5 (see SPECIAL, below).

ACTIVE
Least/Lesser/Greater/Grandmaster - As a standard action, the wearer launches all stored ammunition in the gloves' inventory (see SPECIAL, below) at a single creature. Treat each unit of ammunition as a separate ranged attack with a range increment of 30 feet that deals 1d8 points of damage on a successful hit. The type of damage (bludgeoning, piercing, or slashing) is dependent upon the types of ammunition fired. All enhancement bonuses and weapon special abilities present on the fired ammunition apply as normal.

SPECIAL
Gloves or gauntlets with the hurler's dag rune have a capacity (listed in PASSIVE, above), as well as an inventory. The inventory is the number of units of ammunition stored inside the gloves, while the capacity is the maximum number of units of ammunition that can be stored. As a standard action that provokes attacks of opportunity, the wearer of a pair of gloves or gauntlets with hurler's dag may press a number of units of ammunition (bolts, arrows, shuriken, etc.) not to exceed the gloves' remaining capacity against the gloves, which vanish into extradimensional space. Loading gloves with the hurler's dag is permanent until used, but ends immediately if the rune is lost. Any ammo contained in a pair of gloves with the hurler's dag when the rune is lost is itself lost.

Insignia of the Persuasive Lunatic

Type: Equipment
Slot: Head
Power Level: Least, Lesser, Greater, Grandmaster
Action to Activate: 1 full-round action
Activation Cost: Least/Lesser 1 inscription point; Greater 2 inscription points
Activation Duration: 5 rounds + 1 round/level

Far too often, crazy people have the sort of personal magnetism that gets others to do what they want.

PASSIVE
Least/Lesser - The wearer gains a +1 insight bonus to Bluff, Diplomacy, and Intimidate skill checks.
Greater/Grandmaster - The wearer gains a +2 insight bonus to Bluff, Diplomacy, and Intimidate skill checks.

ACTIVE
Least - Two dogs leap out of the runed hat and attack as the wearer directs. They are treated as summoned creatures.
Lesser - As Least, but each of the dogs have a +2 inherent bonus to Strength and Constitution, as well as +2 Hit Dice.
Greater - As Least, but each of the dogs have a +4 inherent bonus to Strength and Constitution, as well as +4 Hit Dice.
Grandmaster - As Least, but each of the dogs have a +6 inherent bonus to Strength and Constitution, as well as +6 Hit Dice.

Mark of Lethal Legerdemain

Type: Equipment
Slot: Weapon
Power Level: Least, Lesser, Grandmaster
Action to Activate: 1 immediate action
Activation Cost: 1 inscription point
Activation Duration: see text

There are two kinds of illusionists: the actual mages and those who use dexterous movement and clever tricks to mimic the effects of magic. Among the laymen, the actual mages are far more impressive, for what they do is real. Among the actual mages, those who use clever tricks are far more impressive, as it's not something that can be duplicated by anyone with a spellbook.

PASSIVE
Least - A one-handed weapon with this rune may be concealed through the use of the Sleight of Hand skill as though it were a light weapon. In addition, the runed weapon may be drawn from concealment as a move action.
Lesser - Any weapon with this rune may be concealed through the use of the Sleight of Hand skill by a creature whose size category is greater than or equal to that of the weapon. Runed weapons concealed in this manner are treated as though they were light weapons. In addition, the runed weapon may be drawn from concealment as a move action.
Grandmaster - Any weapon with this rune may be concealed through the use of the Sleight of Hand skill by any creature. Somehow, this even works if the weapon is physically larger than the creature attempting to conceal it. Runed weapons concealed in this manner are treated as though they were light weapons. In addition, the runed weapon may be drawn from concealment as a move action.

ACTIVE
Least/Lesser/Grandmaster - This rune may only be activated in response to the runed weapon being drawn from a concealed location. When activated, creatures that did not detect the concealed weapon while it was hidden are considered flatfooted against all attacks made with the runed weapon until the end of the wielder's turn. If the runed weapon is passed to another creature, the benefit of this activation ends immediately.

Mark of Obliteration

Type: Equipment
Slot: Hands
Power Level: Greater
Action to Activate: 1 standard action
Activation Cost: 1 inscription point
Activation Duration: 1 round

The mark of obliteration empowers the fists of the recipient, to the point that many unscrupulous runesmiths make a killing in underground boxing leagues.

PASSIVE
Greater - The wearer may make unarmed attacks as though it had the Improved Unarmed Strike feat, but only when making an unarmed attack with its fists, or whatever passes for fists for its species.

ACTIVE
Greater - As a full-round action, the wearer may make a single unarmed attack, dealing an additional 2d8 points of damage if its base attack bonus is from +6 to +10, an additional 4d8 points of damage if its base attack bonus is from +11 to +15, or an additional 6d8 points of damage if its base attack bonus is +16 or higher. This is treated as a full-attack action for the purpose of the sigil of the stubborn ass.

Medic's Mark

Type: Equipment
Slot: Hands
Power Level: Least, Lesser, Greater, Grandmaster
Action to Activate: see text
Activation Cost: 1 inscription point
Activation Duration: instantaneous

From the hospital to the battlefield, medical personnel save lives, and this rune both symbolizes and embodies their constant struggle with the supply lines needed to maintain life.

PASSIVE
Least - None
Lesser - The caster level of any potion contained within gloves with the medic's mark increases by +1, to a maximum of the inscribing runesmith's runesmith level.
Greater - As Lesser, but the caster level increases by +2 instead.
Grandmaster - As Lesser, but the caster level increases by +3 instead.

ACTIVE
Least/Lesser - Whenever a 1st-level or lower potion is poured onto an empty (see SPECIAL, below) pair of gloves or gauntlets with the medic's mark, a standard action that provokes attacks of opportunity, the activation cost may be paid as a free action. If it is, the potion seeps into the gloves, filling them (see SPECIAL, below).
Greater - As Lesser, but 2nd-level or lower potions can fill the gloves.
Grandmaster - As Greater, but 3rd-level or lower potions can fill the gloves.

SPECIAL
When a pair of gloves or gauntlets with the medic's mark is filled, the wearer may deliver the potion contained therein with but a touch to a willing creature. This is either a standard action or is performed in place of the first attack in a full-attack action. Once delivered, the gloves become empty and can be filled again. Filling gloves with the medic's mark is permanent until used, but ends immediately if the rune is lost. Any potion contained in a pair of gloves with the medic's mark when the rune is lost is itself lost.

Messenger's Mark

Type: Equipment
Slot: Feet
Power Level: Least, Lesser, Greater, Grandmaster
Action to Activate: 1 standard action
Activation Cost: Least/Lesser/Greater 1 inscription point, Grandmaster 2 inscription points
Activation Duration: Least 1 minute/level, Lesser 1 round, Greater 1 round/level, Grandmaster 1 minute/level

Fleet of foot or master riders all, messengers carry news that can make or break a kingdom. No matter the challenge or obstruction, such a message must go through!

PASSIVE
Least - The wearer treats the first 5 feet of difficult terrain through which it walks each round as though it were not difficult terrain.
Lesser - As Least, but 10 feet instead.
Greater - As Least, but 15 feet instead.
Grandmaster - As Least, but 20 feet instead.

ACTIVE
Least - The wearer becomes immune to the entangled condition. If it is already entangled when this rune activates, it remains entangled, but cannot be entangled anew.
Lesser - The wearer gains a fly speed equal to its base land speed with good maneuverability.
Greater - The wearer may walk on walls and ceilings as the spider climb spell.
Grandmaster - As Least, Lesser, and Greater combined.

Mutable Sigil

Type: Equipment
Slot: Armor, Feet, Hands, Head, Shoulders, Weapon
Power Level: Least, Lesser, Greater, Grandmaster
Activation Cost: Least/Lesser 1 inscription point, Greater/Grandmaster 2 inscription points
Activation Duration: 1 minute/level

Mutable sigils are drawn using the basic conceits of other runes: a hard angle here, a sweeping curve there, and perhaps some dots for good measure. When outside influence is pressed upon such a rune, it can behave like another, lesser rune for a time.

PASSIVE
None.

ACTIVE
Least - Choose a single Least equipment rune that is compatible with the type of equipment upon which this rune is inscribed. This rune is treated as the chosen rune for the duration of its activation, save that the chosen rune cannot be activated.
Lesser - Choose a single Least equipment rune that is compatible with the type of equipment upon which this rune is inscribed. This rune is treated as the chosen rune for the duration of its activation, and can itself be activated.
Greater - As Lesser, but choose a Lesser equipment rune instead.
Grandmaster - As Lesser, but choose a Greater equipment rune instead.

Mutable Sigil and On-Inscription Effects

Though the mutable sigil can copy most any equipment rune, there is one very important step that it misses, namely the inscription step. Consider the sigil of the campaigning soldier. Based on the power level of the rune slot used to inscribe the sigil of the campaigning soldier, a number of the pockets produced by the sigil begin their existence filled and ready to be looted. Since a mutable sigil transforms itself into another equipment rune, any effects that happen while the runesmith inscribes that rune do not happen. As a result, a mutable sigil transforming to a sigil of the campaigning soldier always has no filled pockets upon transformation. Some other runes, such as the rune of the firewalker, have such critical upon-inscription steps that they become more or less useless should a mutable sigil copy it.

Be sure to read the entry of the rune to which a mutable sigil is to transform carefully. This is anything but a panacea for the undeclared inscriber.

Paranoid Prescience

Type: Equipment
Slot: Weapon
Power Level: Least, Lesser, Greater, Grandmaster
Action to Activate: Least/Lesser/Greater 1 standard action, Grandmaster 1 swift action
Activation Cost: 1 inscription point
Activation Duration: see text

The paranoid are not crazy when somebody is actually out to get them.

PASSIVE
Least - The wielder has a +1 insight bonus to initiative rolls.
Lesser - As Least, but a +2 insight bonus.
Greater - As Least, but a +3 insight bonus.
Grandmaster - As Least, but a +4 insight bonus.

ACTIVE
Least - The next attack made with this weapon before the end of the inscribing runesmith's next turn is made with a +5 insight bonus to its attack roll.
Lesser - As Least, but a +10 insight bonus.
Greater - As Least, but a +15 insight bonus.
Grandmaster - As Least, but a +20 insight bonus.

Rune of Change

Type: Equipment
Slot: Armor, Feet, Hands, Heat, Shoulders, Weapon
Power Level: Least, Lesser, Greater
Action to Activate: 1 standard action
Activation Cost: 1 inscription point
Activation Duration: Least 10 minutes/level (D), Lesser 1 minute/level (D), Greater 1 hour/level (D)

The rune of change does not refer to change of the self, such is the domain of the mutable sigil, but rather to the capacity for change in other systems.

PASSIVE
Least - The hardness of the item upon which the rune of change is inscribed increases by +1, or decreases by -1. Choose whether to harden or soften the object when inscribing it.
Lesser - As Least, but its hardness increases/decreases by +2/-2.
Greater - As Least, but its hardness increases/decreases by +3/-3.

ACTIVE
Least - The item upon which the rune of change is inscribed becomes covered in a thin sheet of lead. This blocks or dulls many forms of magic, and increases the item's weight by 10%.
Lesser
If inscribed upon a weapon: When used to sunder an object, this weapon ignores half of that object's hardness, rounded up.

If inscribed upon armor: This armor grants damage reduction as though it were made of adamantine.

If inscribed upon a non-weapon, non-armor object: Adamantine weapons do not ignore the hardness of this object.

Greater - As Lesser.

Rune of Corrosion

Type: Equipment
Slot: Weapon
Power Level: Least, Lesser, Greater, Grandmaster
Action to Activate: 1 swift action
Activation Cost: 1 inscription point
Activation Duration: instantaneous

Be it salt, an acid, or a base, corrosion pits and marks all the same.

PASSIVE
Least - A weapon with this rune deals an additional point of acid damage.
Lesser - As Least, but 1d3 points of acid damage.
Greater - As Least, but 1d6 points of acid damage.
Grandmaster - As Least, but 1d8 points of acid damage.

ACTIVE
Least/Lesser - When this rune is activated, all creatures that took acid damage from this rune in the last round take a -2 penalty to AC for rounds equal to the inscribed weapon's enhancement bonus, minimum 1 round. A successful Fortitude save negates. This penalty does not stack.
Greater As Least, but a -4 penalty to AC
Grandmaster - When this rune is activated, all creatures that took acid damage from this rune in the last round take a -4 penalty to AC for rounds equal to twice the inscribed weapon's enhancement bonus, minimum 1 round. A successful Fortitude save negates. This penalty does not stack.

Rune of Deflection

Type: Equipment
Slot: Head
Power Level: Least, Greater
Action to Activate: 1 standard action
Activation Cost: Least 1 inscription point, Greater 2 inscription points
Activation Duration: Least 1 minute/level (D), Greater 1 round/2 levels

Helmets save lives!

PASSIVE
Least - Whenever the wearer would be struck by a non-touch ranged attack whose attack roll exactly matches the wearer's AC, the attack misses instead. Ammunition that misses in this manner never breaks. Exceptional ranged attacks, like a thrown boulder, are not stopped by a mere helmet.
Greater - Whenever the wearer would be struck by a non-touch ranged attack whose attack roll exactly matches the wearer's AC, then the attack deflects off of the wearer and attacks the original attacker instead, using the original attacker's attack roll. Exceptional ranged attacks, like a thrown boulder, are not stopped by a mere helmet.

ACTIVE
Least - The wearer gains a +4 shield bonus to AC.
Greater - Whenever any non-touch ranged attack fails to hit the wearer, then the attack deflects off of the wearer and attacks the original attacker instead, using the original attacker's attack roll. Exceptional ranged attacks, like a thrown boulder, are not stopped by a mere helmet.

Rune of the Firewalker

Type: Equipment
Slot: Feet
Power Level: Lesser, Greater
Action to Activate: 1 standard action
Activation Cost: 2 inscription points
Activation Duration: see text

From hot coals in the marketplace to initiation rituals on the frozen ground, running across hazardous materials is a tried-and-true means to prove manhood.

PASSIVE
Lesser - When adding this rune to an item, choose acid, cold, electricity, or fire. The wearer has resistance 5 against the chosen energy type, but only when walking over the source of the damage.
Greater - As Lesser, but resistance 10.

ACTIVE
Lesser - When this rune is activated, the wearer leaves behind a trail of bubbling goo on the ground of all squares through which it passes this turn. This goo persists for 3 rounds and deals damage equal to the inscriber's runesmith level to creatures that step into a square occupied by the goo. The energy type of the goo is the same as the energy type against which the rune passively protects.
Greater - When this rune is activated, the wearer becomes immune to the energy type against which the rune passively protects, but only when walking over the source of the damage. In addition, hazardous squares of any sort over which the wearer walks become nonhazardous for 3 rounds and allow others to pass without harm.

Rune of Frost

Type: Equipment
Slot: Armor
Power Level: Least, Lesser, Greater, Grandmaster
Action to Activate: 1 standard action
Activation Cost: Least/Lesser 1 inscription point, Greater/Grandmaster 2 inscription points
Activation Duration: Least 1 round + 1 round/3 levels, Lesser/Greater/Grandmaster 1 round/2 levels

PASSIVE
Least - Creatures that strike the wearer in melee with a natural weapon or while unarmed take 1 point of cold damage.
Lesser - As Least, but 1d4 points of cold damage.
Greater - Creatures that strike the wearer in melee take 1d4 points of cold damage.
Grandmaster - As Greater, but 1d8 points of cold damage.

ACTIVE
Least - The suit of armor inscribed with the rune of frost emanates a deathly chill, dealing 1d6 points of cold damage to creatures that begin their turn within 5 feet of it. The wearer of the armor is immune to this cold damage.
Lesser - As Least, but the deathly chill damages creatures that begin their turn within 10 feet of the armor.
Greater - The suit of armor inscribed with the rune of frost emanates a deathly chill, dealing 2d6 points of cold damage to creatures that begin their turn within 10 feet of it. The wearer of the armor is immune to this cold damage, and the cold damage ignores resistance.
Grandmaster - As Greater, but 2d8 points of damage.

Rune of the Shadowy Corner

Type: Equipment
Slot: Head
Power Level: Lesser, Greater, Grandmaster

Before there was magic, there were sneaky people, and after there was magic, the sneaky people became even sneakier.

PASSIVE
Lesser Whenever the wearer makes a Stealth check, it may instead roll twice and take the better result, albeit at a -4 penalty.
Greater - As Lesser, but the wearer may choose to roll twice for both Perception and Stealth checks, and takes only a -2 penalty when rolling twice and taking the better result.
Grandmaster - As Greater, but the wearer takes no penalty when rolling twice and taking the better result.

ACTIVE
None.

Sigil of the Campaigning Soldier

Type: Equipment
Slot: Shoulders
Power Level: Least, Lesser, Greater, Grandmaster
Action to Activate: 1 full-round action
Activation Cost: Least/Lesser/Greater 1 inscription point, Grandmaster 2 inscription points
Activation Duration: See text

Soldiering is long periods of dullness punctuated by moments of mortal fear, and being able to stay well fed with well-maintained gear on the road is, for many, far more important than individual skill in battle. After all, if your opponent is weak with hunger and you have a sharpened axe, the battle's half over.

PASSIVE
Least - Pockets appear all over a cloak with this rune. A Least sigil of the campaigning soldier grants access to the cookware, containers, and tools pockets. When this rune is inscribed, choose one of the aforementioned pockets. The chosen pocket comes pre-filled (see SPECIAL, below).
Lesser - As Least, but a Lesser sigil of the campaigning soldier also grants access to the foodstuffs and weapons pockets.
Greater - As Lesser, but a Greater sigil of the campaigning soldier also grants access to the armor pocket. In addition, choose three of the pockets to which the wearer has access rather than just one. All three pockets come pre-filled.
Grandmaster - As Greater, but a Grandmaster sigil of the campaigning soldier also grants access to the medicine pocket. All of the pockets to which the wearer has access come pre-filled.

ACTIVE
Least/Lesser/Greater - Choose an empty pocket to which the wearer has access. It is filled.
Grandmaster - All empty pockets to which the wearer has access become filled.

SPECIAL
As a standard action that provokes attacks of opportunity, the wearer may reach into a filled pocket and draw out an item. Roll on the table corresponding to that pocket. When an item is drawn from a filled pocket, it is emptied. All objects created by a sigil of the campaigning soldier last until the next time the inscribing runesmith replenishes his inscription pool; however, consumed objects, such as food, are permanent. Attempts to sell an object created by this rune cause that object to vanish immediately. Most shopkeepers will then refuse to pay.

Table: Campaigning Soldier Armor
d6 Object
1 Leather Armor
2 Chain Shirt
3 Hide Armor
4 Breastplate
5 Half Plate
6 Full Plate
Table: Campaigning Soldier Containers
d6 Object
1 Backpack
2 10 vials
3 5 flasks
4 1-gallon clay amphora
5 Wheelbarrow (6 cu. ft.)
6 Belt pouch for coins
Table: Campaigning Soldier Cookware
d6 Object
1 12-inch skillet
2 1-quart pot
3 1-quart colander
4 1-quart tea kettle
5 18-inch rotisserie
6 Plate, silverware, and mug for one
Table: Campaigning Soldier Foodstuffs
d6 Object
1 Three fresh chicken eggs
2 One pound of potatoes
3 One half-pound of rabbit leg, raw
4 Two cups of flour
5 One quart of fresh milk
6 One quart of beer
Table: Campaigning Soldier Medicine
d6 Object
1 antitoxin
2 Potion of Cure Light Wounds (CL 5th)
3 Potion of Cure Moderate Wounds (CL 3rd)
4 Potion of Remove Curse (CL 7th)
5 Potion of Slow Poison (CL 7th)
6 Potion of Remove Disease (CL 7th)
Table: Campaigning Soldier Tools
d6 Object
1 Hammer and 10 nails (improvised light hammer)
2 Handsaw
3 Crowbar
4 6-foot ladder
5 Sickle
6 Pickaxe (improvised light pick)
Table: Campaigning Soldier Weapons
d6 Object
1 Light crossbow and 10 bolts
2 Shortsword and dagger
3 Longspear
4 Scythe
5 Warhammer
6 Greatsword

Sigil of the Shag Rug

Type: Equipment
Slot: Feet
Power Level: Lesser, Grandmaster
Action to Activate: 1 move action
Activation Cost: Lesser 1 inscription point, Grandmaster 4 inscription points
Activation Duration: see text

Originally a fashion statement, all it took was a single visiting gnome for shag carpeting to be weaponized in the most ridiculous possible manner.

PASSIVE
Lesser - Whenever the wearer moves along the ground for a distance that is greater than or equal to its base land speed in a single action, it becomes charged with static electricity, dealing 1d3 points of electricity damage to creatures that hit it in melee until the beginning of its next turn.
Grandmaster - As Lesser, but it deals 2d4 points of electricity damage.

ACTIVE
Lesser - When this rune is activated, its wearer gains 1 static point for every 5 feet it moves until the end of its turn, to a maximum number of static points equal to the inscriber's runesmith level. Only movement made while in contact with a solid surface, such as the ground, generates static points. These static points persist for 1 minute. As a standard action, or in place of the first two mainhand attacks in a full attack action, the wearer may make a melee touch attack. If it hits, the wearer expends all of its static points and deals electricity damage equal to the inscriber's runesmith level + the number of static points expended.
Grandmaster - As Lesser, but the wearer cannot deliver its static points as a touch. Instead, at the end of its turn, the wearer explodes, dealing electricity damage equal to twice the number of static points it possesses to all other creatures in a 10ft. radius with a Reflex save for half damage. The wearer then loses half of its static points, rounded up.

Sigil of the Stubborn Ass

Type: Equipment
Slot: Feet
Power Level: Least, Lesser, Greater, Grandmaster
Action to Activate: 1 swift action
Activation Cost: 1 inscription point
Activation Duration: Least 2 rounds, Lesser 3 rounds, Greater 2 rounds, Grandmaster 3 rounds

The mule is a steadfast, if ornery, creature, and is held in high regard by the dwarven community, who see something of themselves in the animal.

PASSIVE
Least - The wearer has a +1 insight bonus to CMD against any combat maneuver that would move him from the square he is currently occupying.
Lesser - The wearer has a +1 insight bonus to CMD.
Greater - As Least, but the wearer gains a +2 insight bonus instead.
Grandmaster - The wearer has a +2 insight bonus to CMD.

ACTIVE
Least - Whenever the wearer performs a full-attack action and all of his attacks hit, he may kick a creature in a square he threatens as a swift action. Treat this kick as a secondary natural attack that deals 1d6 points of bludgeoning damage on a successful hit. Do not apply any ability or enhancement modifiers to this damage, and do not apply any additional damage from spells, class features, feats, special abilities, and so on to this damage.
Lesser - As Least, but the wearer may kick if at least one attack in a full-attack action hits.
Greater - Whenever the wearer performs a full-attack action and at least one of his attacks hits, he may kick a creature in a square he threatens as a swift action. Treat this kick as a secondary natural attack that deals 1d6 points of bludgeoning damage on a successful hit. Apply the enhancement bonus of the wearer's armor to his attack and damage rolls, but do not apply any ability modifier, nor any effects from spells, class features, feats, special abilities, and so on to this damage.
Grandmaster - As Greater, but the wearer kicks the same target twice if all of his attacks hit.

Sign of the Ninja

Type: Equipment
Slot: Hands
Power Level: Lesser, Greater, Grandmaster
Action to Activate: 1 swift action
Activation Cost: Lesser 1 inscription point, Greater/Grandmaster 2 inscription points
Activation Duration: instantaneous

Contrary to popular belief, ninjas do leave signs of their passing.

PASSIVE
Lesser/Greater/Grandmaster - The wearer is proficient with shuriken.

ACTIVE
Lesser - This rune can only be activated if the wearer has at least one hand free. A number of masterwork shuriken equal to the number the wearer is able to throw as a full-attack action, taking into account spells and abilities that increase this number, such as flurry of blows or the haste spell, appear in the wearer's open hand. These shuriken have no finite duration; however, should the sign of the ninja be activated again or should the wearer let the shuriken out of its hands for any reason other than attacking with them, they vanish immediately. Thrown shuriken produced by the sign of the ninja have a 100% chance to break.
Greater - As Lesser, but +2 shuriken are produced instead.
Grandmaster - As Lesser, but +1 flaming frost shock shuriken are produced instead.

Talisman of the Swan

Type: Equipment
Slot: Weapon
Power Level: Least, Lesser, Greater, Grandmaster
Action to Activate: 1 swift action
Activation Cost: Least 1 inscription point, Lesser/Greater/Grandmaster 2 inscription points
Activation Duration: 1 round

The swan is a graceful and majestic bird, yes, but it is also a highly aggressive and territorial creature. The combination makes it a terror to behold.

PASSIVE
Least - The wielder of a weapon with this rune does not provoke attacks of opportunity with the first 5 feet of each of its move actions.
Lesser - The wielder of a weapon with this rune does not provoke attacks of opportunity with the last 10 feet of each of its move actions.
Greater - The wielder of a weapon with this rune does not provoke attacks of opportunity with its movement while charging.
Grandmaster - The wielder of a weapon with this rune does not provoke attacks of opportunity with its movement.

ACTIVE
Least - When using the runed weapon, the wielder's reach is considered to be 5 feet longer. This does not apply to the reach of abilities that allow multiple creatures to be attacked in a single action.
Lesser - As Least, but +10 feet longer instead.
Greater - As Least, but +15 feet longer instead.
Grandmaster - As Least, but +20 feet longer instead.

Temper

Type: Equipment
Slot: Weapon
Power Level: Lesser, Greater
Action to Activate: 1 move action
Activation Cost: 2 inscription points
Activation Duration: 1 minute

The right rune can make a blade seethe with the flames that forged it.

PASSIVE
Lesser - A weapon with this rune deals an additional 1d4 points of fire damage.
Greater - As Lesser, but an additional 1d6 points of fire damage.

ACTIVE
Lesser - The runed weapon gains the flaming weapon special ability. Unlike most weapon special abilities, this is not suppressed by virtue of being runed.
Greater - As Lesser, but it gains the flaming burst weapon special ability instead.

Thunderstorm's Mark

Type: Equipment
Slot: Weapon
Power Level: Lesser, Greater, Grandmaster
Action to Activate: 1 move action
Activation Cost: Lesser 1 inscription point, Greater/Grandmaster 2 inscription points
Activation Duration: 2 rounds

The thunderstorm's mark is fairly unique among runes in that a simple inscription is not good enough. The area around the rune must first be "washed" with color in a way reminiscent of the scorch marks directly surrounding a lightning strike.

PASSIVE
Lesser - A weapon with this rune deals an additional 1d4 points of electricity damage.
Greater - A weapon with this rune deals an additional 1d6 points of electricity damage.
Grandmaster - As Greater, but the wielder also gains a +2 morale bonus to initiative checks.

ACTIVE
Lesser - The first time this weapon deals physical damage each round, an arc of electricity strikes a creature that is between 10 and 20 feet from the target of the successful weapon attack. This arc of electricity deals damage equal to the runed weapon's base damage die with a Reflex save to negate.
Greater - As Lesser, but the arc of electricity deals damage equal to the runed weapon's base damage die + the wielder's Strength modifier (max +10).
Grandmaster - As Lesser, but the arc of electricity strikes all creatures that are between 10 and 20 feet from the target of the successful weapon attack, and the arc of electricity deals damage equal to the runed weapon's base damage die + the wielder's Strength modifier (max +10).

Transmuter's Rune

Type: Equipment
Slot: Armor,Weapon
Power Level: Lesser

Given their angle as materials spellcasters, alchemists and runesmiths have quite a bit in common. It shouldn't really be surprising that both professions put an emphasis on transmutation.

PASSIVE
Lesser - If the item upon which this rune is inscribed is made of either adamantine or mithral, it is treated as being made of both adamantine and mithral. This rune cannot be removed or suppressed by magical or supernatural means.

ACTIVE
None.

Trickster's Calling Card

Type: Equipment
Slot: Hands
Power Level: Greater
Action to Activate: 1 full-round action
Activation Cost: 2 inscription points
Activation Duration: instantaneous

Runes are basically magic in reverse, a purpose awaiting power, which makes runes a viable, if roundabout, way to cast typical magic spells. First, set the purpose as casting in the "normal" way, channel power into the rune, and then cast. The trickster's calling card is this concept given form.

PASSIVE
Greater - When inscribing this rune, select a wizard cantrip, a cleric orison, and a 1stlevel spell from the wizard spell list. The wearer gains the ability to cast each of these spells once per day as spell-like abilities using its Hit Dice as its caster level (maximum the inscriber's runesmith level) and Intelligence as its key ability.

ACTIVE
Greater - The daily castings of spell-like abilities granted to the wearer by the runed gloves are replenished.

Umbral Sigil

Type: Equipment
Slot: Shoulders
Power Level: Least, Lesser, Greater, Grandmaster
Action to Activate: 1 standard action
Activation Cost: Least/Lesser 1 inscription point, Greater/Grandmaster - 2 inscription points
Activation Duration: 1 round/level

Though runes function no matter what material is used in their inscription, be it charcoal or gold thread, the umbral sigil prefers to be made of something that smears.

PASSIVE
Least - Physical ranged attacks have a 5% chance to miss the wearer. This effect is overcome by spells and abilities that ignore magical illusions. Exceptional ranged attacks, such as a hurled boulder, ignore this simply because they're, well, ginormous.
Lesser - As Least, but a 10% chance to miss.
Greater - As Least, but a 15% chance to miss.
Grandmaster - As Least, but a 20% chance to miss.

ACTIVE
Least - Physical melee attacks have a 5% chance to miss the wearer.
Lesser - As Least, but 10% instead.
Greater - As Least, but 15% instead.
Grandmaster - As Least, but 20% instead.

Vampire's Ward

Type: Equipment
Slot: Armor
Power Level: Least, Lesser, Greater, Grandmaster
Action to Activate: 1 immediate action
Activation Cost: 1 inscription point
Activation Duration: see text

Fondly named after the undead bloodsucker himself, the vampire's ward helps thwart death in an antithetical manner.

PASSIVE
Least - The wearer has a +1 insight bonus to saving throws against death effects, and automatically stabilizes when bleeding out.
Lesser - As Least, but a +2 insight bonus.
Greater - As Least, but a +3 insight bonus. In addition, the wearer has resistance 5 against all forms of magic, as well as DR 5/-, whenever its current hit points are 0 or lower.
Grandmaster - As Least, but a +4 insight bonus. In addition, the wearer has resistance 10 against all forms of magic, as well as DR 10/-, whenever its current hit points are 0 or lower.

ACTIVE
Least - None.
Lesser/Greater/Grandmaster - This rune may be activated in response to lethal damage taken by the creature wearing the inscribed armor. While active, if the wearer would die due to lethal wounds, the wearer remains unconscious, but alive. Feats and abilities that would allow the wearer to stay conscious do not function.

The wearer's current hit points can dip below the threshold normally required for death while this rune is active. When the rune's activation ends, if the wearer's current hit points are such that it wouldn't die, then the wearer effectively cheats death with no long-term consequences.

When the inscribing runesmith activates this rune, it remains active until the beginning of his next turn, at which point he may either expend an additional inscription point as a free action to prolong the effect for another round, or allow the activation to end.

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