A conduit’s internal font of magic usually requires a magical object to channel their potent magical power, but there are some that eschew this –at times– unreliable requirement, and learn how to open up their font through the scribing of runes directly onto their flesh. These runescribers are less focused around magical objects and more about their fleshbound runes, making them less versatile but more potent in some ways.
Runes (Su)
The runescriber can inscribe potent magical runes upon their flesh as a way of bridging the gap between their font and flesh. At 1st level, the runescriber gains 2 runes of their choice, each one granting unique benefits that improve as they gain conduit levels. When the runescriber gains these runes (or a rune from another source), they choose a single magical sphere–the runescriber uses the chosen sphere when determining the effects of (or if they can use) an esoterica, as if they were part of its ‘construction requirements’.
A thaumically charged rune grants a passive benefit depending on the rune, listed within the rune’s description.
This replaces wondercrafter.
Alternate Source
The runescriber cannot evoke dweomer, exhaust dweomer, use mana recycling, or invest thaumic charge with objects, but can instead do so with their runes.
This alters evoke dweomer, exhaust dweomer, thaumic charge, and mana recycling.
Limited Magnetism
At 2nd level, the runescriber only gains their magical magnetism bonus against creatures that have been affected by a magical effect within the last round, and the bonus does not apply to dispel checks made to hack magic.
This alters magical magnetism.
Runic Abilities (Su)
Starting at 3rd level, the runescriber begins to learn active uses for the runes that they possess. Using the following runic abilities exhausts the rune that is associated with it, and can be identified with a DC 25 Knowledge (arcana) check.
- Runestrike: At 3rd level, the runescriber can, as a special attack action, deliver a runestrike through a manufactured or natural weapon or unarmed attack. This adds +1d6 damage per odd conduit level they possess, the damage type of which is dictated by the rune used. If a rune is thaumically charged, it may grant an additional passive benefit to the runescriber’s attacks; they must choose which runestrike passive ability to grant to any given attack. The damage from a rune is multiplied on a critical hit, but is only doubled and only if the attack was a natural 20.
- Runeshift: At 5th level, the runescriber can use a runeshift ability as part of any action made to move (including a charge) to gain a temporary burst or alternate form of mobility, depending on the rune used.
- Runeguard: At 7th level, the runescriber can spend a swift or immediate action to gain the benefits of a runeguard for 2 rounds.
If a rune ability requires a saving throw, the DC is equal to 10 + 1/2 their conduit level + their operative ability modifier.
This replaces unravel arcana and effortless hack. An ability that would use the runescriber’s arcane shatter damage die still uses the same scaling of the ability, despite not actually possessing it.
Bound Rune
At 10th level, the runescriber learns how to temporarily suffuse their physical body with runic power by anchoring it to the ethereal arcane nodes within themselves. When the runescriber thaumically charges a rune, they can choose to bind it. A bound rune occupies a magic item slot (as noted within the ability), but grants the runescriber a persistent benefit for as long as the rune is thaumically charged–this benefit is not disrupted by the rune becoming exhausted.
At 20th level, a bound rune no longer occupies a magic item slot.
This replaces evolve dweomer.
Master of Runes
At 20th level, the runescriber chooses one rune that they possess, treating their conduit level as being 5 higher for determining its effects (this does not include esoterica produced using the rune).
This replaces paragon of quasi arcana.
Runic Wonders
The following wonders are unique to the runescriber archetype:
Dual Charge (requires runescriber 6)
Whenever the runescriber exhausts a rune, they can still use other runic abilities from the rune, although once they use a second runic ability this way, no other runic abilities can be used until it is no longer exhausted.
Extra Rune
The runescriber gains an additional rune, although they only gain the associated runestrike and runeshift abilities from it (and must meet the prerequisite level as normal), as well as the passive ability granted at 1st level. The runescriber can take this wonder multiple times.
Runic Expansion (requires extra rune, runescriber 8)
The runescriber gains the runeguard and bound rune abilities from a rune granted by the extra rune wonder. As normal, they must be the appropriate level to gain such an ability. The runescriber can take this wonder multiple times.
Runes
The runescriber can inscribe potent magical runes upon their flesh as a way of bridging the gap between their font and flesh. At 1st level, the runescriber gains 2 runes of their choice, each one granting unique benefits that improve as they gain conduit levels. When the runescriber gains these runes (or a rune from another source), they choose a single magical sphere–the runescriber uses the chosen sphere when determining the effects of (or if they can use) an esoterica, as if they were part of its ‘construction requirements’.
A thaumically charged rune grants a passive benefit depending on the rune, listed within the rune’s description.
Earth
Thaumic Charge: If this rune is thaumically charged, the runescriber gains a +1 untyped bonus to any natural armor they possess, increasing by 1 for every 5 conduit levels they possess.
At 3rd level, all of the runescriber’s weapon and unarmed attacks deal an additional 1d6 acid damage on a successful hit.
At 7th level, the runescriber gains acid resistance equal to their conduit level.
Runestrike: At 3rd level, this runestrike deals acid damage.
Runeshift: At 5th level, this runeshift allows the associated movement to burrow through earth (but not stone). This does not leave behind a passage other creatures can use.
Runeguard: At 7th level, this runeguard grants acid resistance equal to twice their conduit level, and DR/adamantine equal to the number of dice they roll as part of their runestrike ability.
Bound Rune (Body): At 10th level, if this rune is bound, the runescriber gains a +4 enhancement bonus to their Constitution score, which increases by 2 for every 5 conduit levels beyond 10th they possess.
Flame
Thaumic Charge: If this rune is thaumically charged, the runescriber gains darkvision 60 feet (or increases any pre-existing darkvision by 30 feet) and firesight 60 feet (allowing them to see through flames, lava, and smoke as if it were transparent, and they do not suffer miss chance from concealment or total concealment against creatures that are on fire or have the fire subtype provided they are within range).
At 3rd level, all of the runescriber’s weapon and unarmed attacks deal an additional 1d6 fire damage on a successful hit.
At 7th level, the runescriber gains fire resistance equal to their conduit level.
Runestrike: At 3rd level, this runestrike uses d8s as its damage die (instead of d6s) and deals fire damage.
Runeshift: At 5th level, this runeshift grants the runescriber a +20 enhancement bonus to Acrobatics checks to jump during the associated movement, which is treated as though they had a running start. This jump distance can exceed their speed.
Runeguard: At 7th level, this runeguard grants fire resistance equal to twice their conduit level, and any enemy that ends their turn adjacent to the runescriber suffers an amount of fire damage equal to the number of dice they roll as part of their runestrike ability.
Bound Rune (Eyes): At 10th level, if this rune is bound, the distance of any special senses that they possess are doubled (for example, a runescriber that has darkvision 60 feet would have it extend out to 120 feet). The runescriber can also see up to 60 feet in areas of magical darkness (this distance is already doubled), and becomes immune to the blinded condition.
Frost
Thaumic Charge: If this rune is thaumically charged, the runescriber gains a +2 bonus to saving throws against emotion effects, increasing by 1 per 10 conduit levels they possess . Additionally, they can see through fog, rain, snow, and sleet as if it were transparent, and does not suffer miss chance from concealment or total concealment from creatures within fog and similar conditions that would confer concealment.
At 3rd level, all of the runescriber’s weapon and unarmed attacks deal an additional 1d6 cold damage on a successful hit.
At 7th level, the runescriber gains cold resistance equal to their conduit level.
Runestrike: At 3rd level, this runestrike deals cold damage.
Runeshift: At 5th level, this runeshift allows the runescriber to ignore difficult terrain during the associated movement. Additionally, the squares in which the runescriber moves becomes slick with ice (as per the Freeze geomancing ability) for 1 minute.
Runeguard: At 7th level, this runeguard grants cold resistance equal to twice their conduit level, and immediately can attempt to break free against any physical restraints that are restraining them (such as the entangled, grappled, or pinned conditions), gaining a bonus equal to the number of dice they roll as part of their runestrike ability.
Bound Rune (Headband): At 10th level, if this rune is bound, the runescriber gains a +4 enhancement bonus to their Wisdom score, which increases by 2 for every 5 conduit levels beyond 10th they possess.
Lightning
Thaumic Charge: If this rune is thaumically charged, the runescriber gains a +2 dodge bonus to their AC against attacks of opportunity, +1 per 5 conduit levels they possess. In addition, the runescriber can spend a swift action to magnetize an unattended metal object within 30 feet of them, moving the object into an empty hand (or an adjacent square, their choice).
At 3rd level, all of the runescriber’s weapon and unarmed attacks deal an additional 1d6 electricity damage on a successful hit.
At 7th level, the runescriber gains electricity resistance equal to their conduit level.
Runestrike: At 3rd level, this runestrike deals electricity damage.
Runeshift: At 5th level, this runeshift causes the runescriber to turn into a lightning bolt, with the associated movement not provoking attacks of opportunity. The runescriber can move through creatures during this movement–any creatures they pass through suffer 1 point of electricity damage per conduit level they possess (Reflex halves).
Runeguard: At 7th level, this runeguard grants electricity resistance equal to twice their conduit level. Additionally, they gain a circumstance bonus to disarm, grapple, and steal combat maneuvers made against metal objects or creatures (or those mostly comprised of metal, such as wearing metal armor), in addition to their CMD to maintain a grapple or resist a disarm attempt, equal to the number of dice they roll as part of their runestrike ability.
Bound Rune (Hands): At 10th level, if this rune is bound, the runescriber gains a +4 enhancement bonus to their Strength score, which increases by 2 for every 5 conduit levels beyond 10th they possess.
Shadow
Thaumic Charge: If this rune is thaumically charged, the runescriber can move at full speed using the Stealth skill without penalty. Additionally, they reduce their armor check penalty to Dexterity-based skills by an amount equal to half their runescriber level–if this reduction exceeds 0, it instead becomes a competence bonus (for example, a 10th level runescriber that suffers a -3 armor check penalty receives a +2 competence bonus to Dexterity-based skill checks).
At 3rd level, all of the runescriber’s weapon and unarmed attacks deal an additional 1d6 precision damage on a successful hit.
At 7th level, the runescriber increases the miss chance associated with being in dim light to 50%.
Runestrike: At 3rd level, this runestrike deals precision damage.
Runeshift: At 5th level, this runeshift grants the runescriber a +20 enhancement bonus to Stealth checks during the associated movement and allows them to attempt to Stealth even while being observed or lacking cover. The runescriber breaks Stealth if they are not concealed or within cover by the end of this movement.
Runeguard: At 7th level, this runeguard grants the runescriber a +10 circumstance bonus to Stealth checks made during the duration (this is treated as magical darkness for effects that would interact or negate it), and can make such attempts while being observed.
Bound Rune (Wrist): At 10th level, if this rune is bound, the runescriber gains a +4 enhancement bonus to their Dexterity score, which increases by 2 for every 5 conduit levels beyond 10th they possess.
Song
Thaumic Charge: If this rune is thaumically charged, the runescriber gains a bonus equal to half their conduit level to Perform checks reliant on their voice, and doubles the range (or area) of any abilities they possess that are reliant on auditory components.
At 3rd level, all of the runescriber’s weapon and unarmed attacks deal an additional 1d4 sonic damage on a successful hit.
At 7th level, the runescriber gains a +4 bonus to saving throws against sonic or language-dependent effects, or effects that rely on auditory components. They also gain sonic resistance equal to their conduit level.
Runestrike: At 3rd level, this runestrike deals sonic damage.
Runeshift: At 5th level, this runeshift causes the runescriber to emit harmonious sound during the associated movement. The runescriber and any ally that they become adjacent to during the associated movement gains 1 temporary hit points per conduit level they possess for 1 minute.
Runeguard: At 7th level, this runeguard gains sonic resistance equal to twice their conduit level, and becomes immune to harmful sonic or language-dependent effects, as well as harmful effects that rely on auditory components.
Bound Rune (Neck): At 10th level, if this rune is bound, the runescriber gains a +4 enhancement bonus to their Charisma score, which increases by 2 for every 5 conduit levels beyond 10th they possess.
Spirit
Thaumic Charge: If this rune is thaumically charged, the runescriber gains a +1 deflection bonus to their AC, increasing by 1 for every 4 conduit levels they possess.
At 3rd level, all of the runescriber’s weapon and unarmed attack rolls are treated as being all alignments for the purposes of bypassing damage reduction.
At 7th level, the runescriber gains a constant 20% miss chance, although it is reduced by 5% every time the miss chance successfully negates an attack; the miss chance is reset whenever the rune becomes exhausted.
Runestrike: At 3rd level, this runestrike uses d4s as its damage die (instead of d6s) and deals untyped damage. In addition, this runestrike and any subsequent attacks made against the target in the next round are treated as being all alignments for the purposes of bypassing damage reduction.
Runeshift: At 5th level, this runeshift causes the runescriber to become incorporeal during the associated movement, in addition to allowing them to shift through solid matter as long as they end their movement in a valid square. If they cannot, they arrive in the nearest valid space.
Runeguard: At 7th level, this runeguard grants the runescriber an amount of temporary hit points equal to 3 x their runescriber level for the duration.
Bound Rune (Feet): At 10th level, if this rune is bound, the runescriber can move at full speed through any form of natural terrain (such as undergrowth, rubble, etc) –even those that are enchanted or magically manipulated– in addition to ignoring damage and other impairments that such terrain may impart.
Quantum
Thaumic Charge: If this rune is thaumically charged, the runescriber gains a +1 luck bonus to their AC and saving throws.
At 3rd level, once per round whenever the runescriber makes an attack roll, they can choose two possible targets for the attack, rolling a d20 for each target. The runescriber then chooses which enemy to attack, using the d20 rolled for that target as their attack roll.
At 7th level, the runescriber gains a +4 bonus to saving throws against teleportation effects or any effects originating from the Time and Warp spheres.
Runestrike: At 3rd level, this runestrike deals force damage. Whenever the runescriber successfully hits a creature with this runestrike, they can choose a second target to attack within reach (or a target they could reach if they moved their remaining movement). If this second attack hits, they can divert any amount of the damage dealt from this runestrike between both creatures, although only the first attack is considered an attack action.
Runeshift: At 5th level, this runeshift causes the runescriber to teleport from their current square to their destination square from their associated movement. The runescriber can teleport through solid surfaces this way, although if they arrive in a square already occupied by a solid body, they instead return to their original square. For 1 round after, the runescriber has a 20% miss chance.
Runeguard: At 7th level, this runeguard creates a 20-foot aura that is centered on the runescriber for the duration that disrupts planar magic. If a teleportation effect or sphere effect from the Time or Warp sphere would enter, originate or target a creature within the area, the caster must succeed at a magic skill check against the runescriber’s magic skill defense or the effect is dispelled. This also applies to summoned creatures that enter the area or are summoned within it. The runescriber can choose not to have an effect subjected to their runeguard if they wish.
Bound Rune (Shoulders): At 10th level, if this rune is bound, the runescriber gains a +3 resistance bonus to all saving throws, increasing by 1 per 3 conduit levels beyond 10th they possess.
Wind
Thaumic Charge: If this rune is thaumically charged, the runescriber gains a +10-feet enhancement bonus to all movement speeds they possess, increasing by 10 feet at 6th level and every 4 levels thereafter.
At 3rd level, the runescriber suffers no penalty when attempting to deal nonlethal damage with any wielded weapon. In addition, the runescriber gains a +2 bonus to bull rush and trip combat maneuvers, +1 per 5 conduit levels they possess.
At 7th level, as long as the runescriber moves more than 10 feet on their turn, they gain a 20% miss chance against weapon ranged attacks until the beginning of their next turn (this excludes massive attacks such as boulders or siege weaponry)
Runestrike: At 3rd level, this runestrike deals nonlethal bludgeoning damage, and treats the attack roll result as if it were a combat maneuver check made to bull rush or trip the attacked creature.
Runeshift: At 5th level, this runeshift allows the runescriber to fly using the associated movement (good maneuverability).
Runeguard: At 7th level, this runeguard grants the runescriber a 50% miss chance against weapon ranged attacks (this excludes massive attacks such as boulders or siege weaponry).
Bound Rune (Head): At 10th level, if this rune is bound, the runescriber gains a +4 enhancement bonus to their Intelligence score, which increases by 2 for every 5 conduit levels beyond 10th they possess.
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