Runesinger (Fighter Archetype)
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Ultimate Spheres of Power
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It’s no secret that learning magic can grant a wide range of abilities, but some are only interested in its more aggressive applications, and would prefer to concentrate on their martial training. The runesinger is adept in using magical runes to achieve repeatable magic effects.

Weapons and Armor Proficiencies

Runesingers are proficient with all simple weapons, as well as light armor and bucklers. In addition, if this is the character’s first level in any class, he may select a martial tradition of his choice.

This alters weapons and armor proficiencies.

Combat Training

The runesinger is considered an Expert practitioner, gaining spheres and talents as appropriate. A runesinger chooses whether to use Intelligence, Wisdom or Charisma as his practitioner modifier when he first gains the combat training class feature.

This replaces armor training and armor mastery.

Runes (Su)

The runesinger has the ability to create magical runes that grant him special powers in combat. For each rune that he knows, he paints, tattoos, or scars a symbol onto his skin. Each rune grants him two abilities, an attack ability and movement ability. Once either ability is used, the rune is drained of magical power, and becomes darkened. It can not be used again until it becomes bright, which happens naturally 1 minute after use. Rune abilities are supernatural abilities, and can be identified with a DC 25 Knowledge (arcana) check if somewhere visible.

A rune’s attack ability can be used as a standard action and is delivered through an attack with any weapon or with an unarmed attack. This is a special attack action. Some attack abilities have a damage die: this is how much damage the power does at 1st level, with an additional die of this damage type at every odd level thereafter to a maximum of 10 dice of damage at 19th level. This damage is in addition to the damage caused by the weapon or unarmed attack. The damage from a rune can be increased by a critical hit, but it is only doubled and only if the hit was a natural 20. If the runesinger misses with his attack, the rune is wasted. If a rune requires a saving throw, the DC is equal to 10 + 1/2 his runesinger level + his practitioner modifier.

A rune’s movement ability requires a move action to use. The runesinger may use a rune’s attack ability in place of the attack made at the end of a charge.

At 1st level, the runesinger gains 2 runes of his choice. Each rune may only be chosen once.

Cunning

Attack Ability: The rune uses a d8 as its damage die and does the same type of damage as the weapon used to inflict it. The additional damage from this attack is precision damage that does not affect creatures immune to critical hits and is not multiplied on a critical hit. A target that takes this damage also takes a -4 penalty to all attack rolls for 1 round.

Movement Ability: The runesinger moves up to his speed. Whenever he enters a square, any ally adjacent to that square may move 5 feet as an immediate action that does not provoke an attack of opportunity, provided the ally is not prone and is able to move.

Earth

Attack Ability: The rune uses a d4 as its damage die and does acid damage. The target takes an additional 1 point of damage per damage die each round for 1d4 rounds after the initial attack, unless they spend a full-round action washing off or removing the acid.

Movement Ability: The runesinger moves up to his speed. During this movement, he may burrow through earth (but not stone). He does not leave behind a passage other creatures can use.

Flame

Attack Ability: The rune uses a d8 as its damage die and does fire damage.

Movement Ability: The runesinger creates a blast of fire that propels them, allowing them to jump great distances. The runesinger may attempt an Acrobatics check to jump, with a +20 enhancement bonus. This ability counts as having a running start, and the runesinger may jump a distance that exceeds his speed.

Glory

Attack Ability: The rune uses a d6 as its damage die and damage of the same type as the weapon used to deliver the rune. The runesinger can use this ability to sunder instead of making a normal attack. If he does, he does not provoke an attack of opportunity for sundering, and the hardness of the target of his sunder is reduced by his class level. If the targeted object is completely destroyed, the remaining damage is transferred to the creature holding or wearing the targeted object.

Movement Ability: The runesinger chooses an enemy he can see, and then moves up to twice his speed. Every square he moves must bring him closer to the enemy he chose.

Light

Attack Ability: This attack does no extra damage, but a blinding flash of light accompanies a successful strike. The creature must succeed at a Will save or be blinded for 1 round. The effect lasts an additional round for every 6 class levels possessed after the 1st, to a maximum of 4 rounds at 19th level. A creature that succeeds at a save is dazzled instead.

Movement Ability: The runesinger transforms into light, and teleports to a location he can see within a maximum distance equal to his speed.

Lightning

Attack Ability: The rune uses a d6 as its damage die and does electricity damage. If used against a target made of metal or water, wearing metal armor, or soaking wet, the runesinger gains a +4 circumstance bonus to the attack roll.

Movement Ability: The runesinger transforms into a living lightning bolt and moves up to his speed in a straight line. This movement does not provoke attacks of opportunity. During this movement, he may pass through other creatures, and any creatures he passes through takes 1 point of electricity damage per class level unless they succeed at a Reflex save to halve the damage.

Pain

Attack Ability: The runes uses a d8 as its damage die and does nonlethal damage. Those damaged must succeed at a Fortitude saving throw or be sickened for 1d4 rounds.

Movement Ability: The runesinger moves up to his speed. During this movement, he has damage reduction equal to his class level.

Shadow

Attack Ability: This attack does no additional damage, but when the rune singer makes his attack, he is momentarily surrounded by darkness. The runesinger attempts a Stealth check vs. the target’s Perception check. If successful, the target is flat-footed against the attack. Creatures with darkvision gain a +5 insight bonus on this Perception check.

Movement Ability: The runesinger becomes harder to see, and may attempt a Stealth check to hide with a +20 enhancement bonus to his stealth, even while being observed or lacking cover. He may then move up to his full speed without losing stealth, but loses his stealth if he does not end his movement where he is concealed or where he has cover.

Smoke

Attack Ability: The rune uses a d8 as its damage die, and does untyped damage. It has no effect on creatures that do not breathe, are protected from toxic gases or are immune to poison.

Movement Ability: The runesinger and all his gear transform into smoke, and he flies up to his speed with perfect maneuverability before returning to normal. During the move, his material armor (including natural armor) becomes worthless, but he only takes half damage from anything other than force damage, and becomes immune to poison, sneak attacks, and critical hits. He can pass through small holes, cracks, or narrow openings. He is subject to the effects of wind, and cannot enter water or other liquids. He still provokes attacks of opportunity by moving.

Soul

Attack Ability: The rune uses a d2 as its damage die and does positive or negative energy damage as chosen by the runesinger at the time of the attack. Those who take damage must succeed at a Will save or receive 1d2 Constitution or Charisma damage depending on whether the damage was negative or positive energy, respectively. The ability damage increases to d3, d4, d6, and d8 at 5th, 9th, 13th, and 17th level. The positive energy attack only affects undead creatures, while the negative energy attack only affects living creatures.

Movement Ability: The runesinger moves up to his speed. As he moves, the runesinger gathers and then radiates life energy. He and any ally he is adjacent to during any part of the movement gain 1 temporary hit points per class level. These last for 1 minute.

Strength

Attack Ability: The rune uses a d6 for its damage die, and does damage of the same type as the weapon or attack used to deliver the rune. When this rune is used to attack, the runesinger may perform a combat maneuver against the same target as a free action without provoking an attack of opportunity. The runesinger may choose whether the attack or combat maneuver happens first.

Movement Ability: The runesinger moves up to his speed, pushing creatures back when they get in his way. As part of his movement, he may attempt bull rush and overrun combat maneuver checks without provoking attacks of opportunity. If he fails in any attempt, he may continue his movement around the target. He may attempt multiple bull rush and overrun combat maneuver checks as part of his movement, but can not attempt multiple combat maneuver checks against the same opponent once he has failed.

Thunder

Attack Ability: The rune uses a d6 as its damage die and does sonic damage. Creatures who take damage from this attack are battered and deafened for 1 round.

Movement Ability: The runesinger moves up to his speed, projecting powerful, deep vibrations as he moves. At the start of the movement and whenever he enters a new square, he causes all adjacent enemies to be battered and deafened for 1 round.

Time

Attack Ability: This attack does no additional damage, but the runesinger may roll twice on the attack roll and take the higher result. If the attack is a threat, he may roll twice to confirm, and if both results are threats, the threat is automatically confirmed.

Movement Ability: The runesinger moves up to his speed. At any point before the end of his turn, he may spend a free action to teleport back to the position he started from when he used this ability. He may do this in response to an event that occurs on his turn, such as a successful attack of opportunity made on him or a trap being set off. If he does, there is a 50% chance the triggering event fails to affect him.

Water

Attack Ability: The attacks does d6 cold damage, and the creature is entangled in icy bonds for 1 round. The entangled creature can break free sooner by spending a move action to attempt a Strength check or an Escape Artist check against the runesinger saving throw DC. A target may also destroy the bonds crystal on a square or creature by dealing 2 damage per class level to the bonds. Fire damage is doubled against the bonds.

Movement Ability: The runesinger transforms into water and moves up to his speed. During this movement, he may ignore difficult terrain, flow up and across walls and ceilings, walk on water, swim at the speed he moves, and move through enemies. He may stand up as part of this movement.

Wind

Attack Ability: The rune uses a d4 as its damage die and does bludgeoning damage. Those damaged by the attack must succeed at a Reflex save or be knocked prone

Movement Ability: The runesinger is lifted up off the ground by a spiraling vortex of air. He may fly with a speed equal to twice his normal speed and with poor maneuverability.

During this movement, his horizontal movement is limited: he may only change direction once during this movement. Vertical movement is unaffected. At the end of his move, he falls to the ground, taking no damage regardless of his height from the ground.

Wood

Attack Ability: The rune uses a d6 as its damage die and does piercing damage. Those damaged by the attack take bleed damage equal to your practitioner modifier. This stacks with any other bleed damage you are capable of dealing.

Movement Ability: The runesinger moves up to his speed. During this movement, he does not provoke attacks of opportunity from creature currently suffering bleed, and any such creature that is adjacent to him at any point during his movement takes their bleed damage. This may only happen once per movement.


Rune Feats

Rune feats enhance how runes may be used. Runesingers may choose to gain rune feats in place of any combat feat granted by their class, or may use the feats granted to them for advancing in level.

Advanced Rune Invocation (Rune)

Prerequisite: Runes class feature, runesinger 16.

Benefit: Once per day, you may expend your martial focus as a swift action to brighten all of your runes.

Ancient Word (Rune)

Prerequisite: Runes class feature.

Benefit: When you use a rune, you may expend your martial focus to unleash a battlecry. This scream is a word that represents your rune in an ancient language and when spoken, increases the power of your rune. If you are attacking with the rune, increase the number of damage dice to your class level (minimum 2). The DC of any saving throw associated with the attack receives a +4 circumstance bonus. If you are moving with the rune, your speed doubles for that move. You may not use this ability if you can not speak or if you are currently deaf.

Defender’s Sigil (Rune)

Prerequisite: Runes class feature, runesinger 4.

Benefit: Whenever you would make an attack of opportunity, if you have martial focus, you may instead use an immediate action to attack with a rune.

Double Stroke (Rune)

Prerequisite: Dual Wielding sphere, runes class feature.

Benefit: When you use your dual attack ability, you may expend your martial focus to use another rune attack ability with your first off hand attack. You may not combine this with Ancient Word.

Engraved Weapon (Rune)

Prerequisite: Runes class feature, runesinger 4.

Benefit: Whenever you use a rune that does acid, cold, electricity, fire, or sonic damage, you may place a mark on the weapon that converts all of that weapons damage to that of the rune. This does not affect additional damage from weapon special abilities that have their own specific damage types. The mark affects not only the original attack made with the rune, but lasts for 1 minute and can affect other attacks. Using this ability again with the same weapon ends the previous mark, and you can dismiss the mark as a free action.

Extra Rune (Rune)

Prerequisite: Runes class feature.

Benefit: You gain an additional rune. Once chosen, this choice can not be changed.

Special: You may choose this feat multiple times. Each time, choose a different rune.

Final Word (Rune)

Prerequisite: Runes class feature, runesinger 16.

Benefit: Whenever you confirm a critical hit on a target while you have martial focus, you may use an immediate action to attack them with a rune.

Fletcher’s Mark

Prerequisite: Sniper sphere, runes class feature.

Benefit: You may use rune attack abilities with your deadly shot ability, as if it were a standard attack action.

Signature Technique (Rune)

Prerequisite: Runes class feature, runesinger 8.

Benefit: When you gain this ability, choose a rune you possess. While you have martial focus, it becomes bright at the end of each of your turns.

Sign of Devotion (Rune)

Prerequisite: Runes class feature, runesinger 4.

Benefit: While you have martial focus, when you use a rune ability, the rune does not darken until the end of the round, allowing you to use the other ability of the rune the same round.

Uncial Script (Rune)

Prerequisite: Runes class feature, runesinger 4.

Benefit: You have learned to write your runes with more precision, giving you the ability to add greater detail that leads to greater control. While you have martial focus, when you attack with a rune, you may roll two extra dice of damage, and the DC of any saving throw associated with a rune gains a +1 bonus. You can not use this if you are expending martial focus to alter the attack in any way, such as with combat talents or class features.

Special: You may take this feat once for every 4 runesinger levels you possess. The effects stack.


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