Strengthening Your Allies with Rune Magic: A Guide for Rune Knight Pathfinders

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A Rune Knight Pathfinder is a character class in the game Pathfinder that specializes in the use of magical runes for combat and exploration. These characters are adept at deciphering ancient scripts, uncovering hidden information, and using their knowledge of runes to enhance their abilities. Rune Knights are known for their unique bonding with ancient stones or relics that contain powerful magical properties. These artifacts allow them to inscribe magical runes onto their weapons, armor, or even their own bodies. By activating these runes, Rune Knights can gain various magical enhancements and abilities. The path of a Rune Knight Pathfinder begins with a deep study of ancient writings and languages.



Rune Knight (Magus Archetype)

Unsatisfied with the common use of arcane magic, a few magi looked to a form of spell far older than the rest. These rune knights are in a constant ebb and flow, rapidly building runic power before unleashing its power through both spell and sword.

Rune Magic

A rune knight’s arcane power comes through his understanding of scripts, an esoteric form of magic that involves the creation and empowering of mystic symbols called ‘runes’. A rune knight is an intermediate scribe (see Scribe Types, which determines the number of runic scripts the rune knight can learn and prepare each day, as well as how many scripts he can use. Refer to Table: Scripts Known (Intermediate) to determine how many scripts he learns (and what level), as appropriate for his level. The Difficulty Class for a saving throw against a rune knight’s script is 10 + the script’s level + the rune knight’s Intelligence modifier.

The rune knight uses the magus script list.

Unlike a typical spellcaster that has spell slots each day, a rune knight can cast each script he prepares a number of times each day based on the level of the script, as shown in Table: Castings per Script (Intermediate). In addition, he receives bonus scripts per day if he has a high Intelligence score. These extra castings can be applied to any script he has prepared of the appropriate level.

A rune knight must choose and prepare his scripts ahead of time by getting 8 hours of sleep and scribing his runes. While scribing, the rune knight decides which scripts to prepare. Once a script is written, it remains prepared until the rune knight chooses to replace it.

A rune knight does not gain his normal spell abilities and cannot activate spell trigger or spell completion items from the magus spell list unless he uses Use Magic Device to do so.

This ability replaces the magus’s spell class feature.

Fundamentals

All rune knights learn a number of fundamentals, scripts that are so simple that they require little effort to cast. A rune knight begins play knowing any two fundamentals of his choice. He continues to learn more fundamentals as she advances, as shown on Table: Scripts Known (Intermediate) under ‘Fundamentals Known’ (see Chapter VI). Unlike other runic scripts, a fundamental can be cast an unlimited number of times per day. While fundamentals can be overloaded like any other runic scripts, the magic is too weak to generate much energy: casting a fundamental does not grant the rune knight any runic charges.

This ability replaces cantrips.

Rune Strike (Su)

At 2nd level, the rune knight can channel the power of his runic charges through his weapon, rather than overloading them into a script. As a standard attack action, the rune knight can make a melee attack at his full attack bonuses. The rune knight can instead do this as part of a full-attack action; if he does, he gains an extra attack at his full attack bonuses to deliver the rune strike, but all attacks he makes during that action take a -2 penalty. For each runic charge the rune knight uses, the attack deals an additional 2d6 damage. The type of damage is based on the design of the charges used:

  • Alteration: bludgeoning, piercing, or slashing
  • Creation: acid
  • Destruction: negative energy
  • Invocation: cold, electricity, or fire
  • Manipulation: force
  • Revelation: sonic

If a charge design has more than one damage type, the rune knight chooses which one a given charge deals and can choose different options for each charge (for example, if the rune knight uses two invocation charges, he can choose to deal 2d6 fire damage and 2d6 cold damage). This attack uses the weapon’s critical range (20, 19-20, or 18-20 and modified by the keen weapon property or similar effects), but the rune strike damage only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Using rune strike consumes all runic charges the rune knight currently has. If the attack misses, the effect is not lost and can be delivered by a later weapon attack, so long as it is made within 1 minute (after which the effect dissipates).

This ability replaces spellstrike.

Arcane Recharge (Su)

At 4th level, the rune knight can convert his arcane power into runic charge. As a swift action, the rune knight can gain any number of runic charges of his choice by spending an equal number of points from his arcane pool. This cannot put him above his normal maximum number of runic charges he can have based on his level.

This ability replaces spell recall.

Hidden Knowledge (Su)

At 7th level, when a rune knight regains his scripts for the day, he can decide to expend 1 or more points from his arcane pool, up to half his Intelligence bonus. For each point he expends, he can temporarily exchange one script he knows with a different script of the same level or lower from the magus script list, letting him prepare the newly-gained scripts as normal. The next time he regains his scripts, the rune knight returns to his original list of known scripts.

This ability replaces knowledge pool.

Improved Arcane Recharge (Su)

At 11th level, the rune knight’s arcane recharge becomes more efficient. For every point he spends from his arcane pool, he gains two runic charges of his choice, rather than one. Any charges gained in excess of his maximum are lost.

This ability replaces improved spell recall..

Engraved Critical (Su)

At 19th level, once per round when the rune knight scores a critical hit with a melee weapon, he gains his choice of either 1 point in his arcane pool or 1 runic charge of his choice.

This ability replaces greater spell access.

Magus Arcana: The following magus arcana complement the rune knight archetype: accurate strike, arcane accuracy, concentrate, and spell shield.

Section 15: Copyright Notice

Paths of Magic, © 2021, Ascension Games, LLC; Author Christopher Moore

The Rune Knight [Base Class] [W.I.P]

I'm re-posting this idea, as I have recently regained my interest in the concept of the class. I originally posted the class back in March of this year, and I got some great feed back and assistance from Excaliburproxy, but, I got one other person who gave feedback, but the idea was not either well-liked, no one was sure what to put, or the class didn't seem to be complete enough. Some ideas will be brand new, some will come from advice from Excalibur and some from the class by Drejek (I can remove these upon request) (Runethane: http://paizo.com/threads/rzs2pbgd?Runethane-Base-Class#1

The Rune Knight; A member of an ancient order of warriors who knows the ancient art of Rune Carving. They rely on martial combat training and skills, bolstered by their Runes, to be an effective combatant.

Good saves: Will & Reflex

Bad save: Fortitude

Proficiencies: Rune Knights are proficient with the Rapier, Longsword, Short Sword, combat scabbard, Short Spear, Longspear, Warhammer, Great sword, Bastard Sword, and the Long Bow.

They are proficient in only Light Armor, and the Light Shield and Buckler.

Skills: Craft (Int), Diplomacy (Cha) Knowledge (Arcana), Knowledge (Planes), Knowledge (Religion), Heal (Wis), Linguistics (Int), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha), Disable Device (Dex)
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New Mechanic: [Rune]*

Runes are not subject to arcane spell failure, as they are not spoken and do not require hand gestures to activate.
*Rune will be included after class features.
------------------------------------------------

A Rune Knight begins play with a 3 runes. She may have a number of runes drawn equal to 3 + (positive) intelligence modifier, but, only one active. She may have a second rune active at level 2 and an additional active rune every 2 levels thereafter, to a maximum of 11 at level 20.

Cunning reflex: A Rune Knight is trained to be quick, both in mind, and in body. At 1st level a rune knight gains a bonus to AC equal to her (positive) intelligence modifier, up to her max level in this class. Additionally she may use her intelligence modifier, instead of her dexterity, for determining reflex defense.

*Rune Lore: During her training a Rune Knight becomes familiar with the secrets of words and symbols adding half her level (minimum +1) to all Linguistics checks, Use Magic Device checks made to activate spell-completion or spell-trigger items, Perception checks made to find magical traps and Disable Devices checks made to disarm magical traps. She may use Disable Devices to disarm magical traps and effects of spells and spell-like abilities that work like traps, including glyphs, explosive runes, and symbols.

*Symbology (Ex): A 2nd level a Rune Knight becomes more familiar with words and symbols; she may add her Intelligence bonus (minimum +1) to saving throws against language-dependent effects, explosive runes, glyphs, sepia snake sigil, symbols and similar effects that take form of writing or are triggered by reading.

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It's nice to check a eye-catching post in Suggestions forum just to discover to be part of the posts inspiration :D

First thought: weapon proficiencies are very restricted. I really see no point of not making it "all simple and martial weapons" as is typical for weapon using classes. Why forbid rune knight from using battleaxe or heavy pick if he wants to.

Runes: What does "begin play with three runes" means? Do you mean that he posses physical runestones with those runes? Or has does he knows how to inscribe and empower those runes?

Cunning reflex: Abilities that allow adding another ability score to AC usually work without armor. Here is no such clause and, as written, means that high Int RK with heavy armor proficiency can boost his AC a bit. I am not convinced why this class should use Intelligence for Reflex saving throw - I just don't see it, maybe when the class will be more fleshed, it will make sense.

Drejk wrote:

Corrected link to runethane.

It's nice to check a eye-catching post in Suggestions forum just to discover to be part of the posts inspiration :D

Many thanks Drejk. Yes, after the thread died down, I left the idea on the back burner, and I just recently decided to bring the class back. Your class was a major inspiration for how I'm going to be re-formatting the class into something more along the lines of a warrior-cult.

As I go through school, and when I'm home, I'll be making updates.

I will return to the runethane one day with lots and lots of redesign - probably the whole major runes system will get a big overhaul.

Any particular reason why you changed name of Word-wise ability to Symbology? You didn't like the name? :(

Cyrad RPG Superstar Season 9 Top 16 Sep 17, 2014, 06:59 am

I'm not seeing much here. What little I do see I do not like.

I know this is a WIP, but I expect a class designer to at least show a draft of the class's primary class feature. A class, especially a 3/4 BAB class with no spells, needs a strong, definitive class feature to center the entire class around. If the rune mechanic serves as the center of the class, then you need to direct your efforts towards developing and balancing that mechanic before proceeding with the rest of the class.

For the features presented, I do not like them. Abiltiies that let you substitute different ability scores for saves or such mess with the fundamental aspects of the game in a way neither cool nor clever. It especially baffles me as the class already has a good Reflex save (when, in my opinion, it doesn't make much sense for them to have one) and gets bonuses to saves against magical traps. I also have mixed feelings about rune lore for the same reasons I had for the runethane. Though it makes sense, that ability gives so many bonuses.

I also agree with Drejk that giving them Intelligence bonuses to AC doesn't make any sense, both mechanically and flavorwise, because the class can use armor. Also, I expect a runic warrior to get their defenses from their magical abilities rather than getting them for free. For example, I made a race centered around runes. Their city guard usually tattoo their skin with a glyph that casts mage armor or shield once per day because quality armor is difficult to come by.

Drejk wrote:

I did like it, I was just trying to flavor it closer to the class, but, now that I look at it, i see were word-wise would better. I meant no offense.

Cyrad wrote:

Well, I appreciate the honest input. As it stands, I'll be re-working what I have here, and from the combined input of Drejk and yourself, and some outside help. To the main point you made however, I do need to flesh out Runes and it's importance to the class. I'll be posting up what I feel is closer to what I wanted originally.

Somethings I'd like to point out for my second interaction;

1. Lose of armor proficiency is going to happen, but, should I keep the Buckler and Light Shield? I probably won't, in favor of offering more defensive abilities.

2. I'll be switching the weapon proficiencies, as suggested. This is how it was originally, but, I thought perhaps it would've been a bad idea.

3. Cunning Reflex; I'll be keeping the Intelligence bonus to AC, but will not allow the replacement of Dexterity for Reflex defense.

4. Saves; Change to good Will and Fortitude?

Thoughts? Suggestions? Other comments?

*EDIT; Suggestions for a level 2 feature? Until time were a second one is made, I'll be keeping Rune-Lore as a feature. Or an alternate mechanical feature?

Cyrad RPG Superstar Season 9 Top 16 Sep 17, 2014, 08:51 am
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I honestly feel like the vision of this class needs more defined. I find it very strange this is a "rune knight" and yet they don't get armor proficiencies, no blanket weapon proficiencies, and they have a 3/4 BAB. I very strongly recommend developing the concept and primary class features before moving onto details and secondary features. With a clear picture for the core of the class, you and your peers can more easily evaluate the class's design and implementation. Right now, it's like trying to tell if the magus is a well designed class when the designer hasn't written spell combat, spellstrike, and arcane pool yet, or even indicated they existed.

Have you taken a look at the Runeblane class from The Book of Experimental Might by Monte cook as well as the Runethane from Monte Cook's Arcana Evolved?

Cyrad wrote:

I think I see were your going with this; I can't have the bread and butter with out the meat and potatoes. It's an incomplete meal. I'll shift my focus towards the Runes then, their were several from the old thread as well, and then come back to the rest of the class.

Rite Publishing wrote:

No, but when I get around to it, I'll go take a look.

Every time I see homebrew and rune knight together, this is what I think of. though the forum change did play havoc with the charts.

I will, however, be happy to take a look at your take.

Drejk wrote:

Any particular reason why you changed name of Word-wise ability to Symbology? You didn't like the name? :(

Maybe he's a Boondock Saints fan?

Te'Shen wrote:

Indeed it did. However, thanks for stopping by the thread. On another note, yes, I am indeed a fan of Boondocks Saints, although that's not were I got it from.

I'll be posting up what I feel is a more accurate representation of what I wanted, and tweaked, within the hour.

Good saves: Will & Fortitude

Bad save: Reflex

Proficiencies: Rune Knights are proficient with all simple & martial weapons.

Additionally, a Rune Knight does not gain proficiency in armor or shields of any kind.

Skill points per level: 2 + Intelligence modifier.
Skills: Craft (Int), Diplomacy (Cha), Disable Device (Dex), Heal (Wis), Knowledge (Arcana), Knowledge (Planes), Knowledge (Religion), Linguistics (Int), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha) (Needs to be expanded)
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New Mechanic: [Rune]*

Runes are not subject to arcane spell failure, as they are not spoken and do not require hand gestures to activate.

Runes:


[Offensive Runes]
Elemental Runes
+2 Acid, Cold, Fire, or Lighting damage, when stacked, the rune instead adds 2d6 damage. The Runes stacked can only be of the same type.

Arcane Runes
+1 Force, Positive or Negative damage, when stacked, the rune instead adds 1d6 damage. The Runes stacked can only be of the same type.

Vertical
When placed on a weapon a Rune Knight may, as a full-round action, make a single attack at her highest BAB, against all targets in a straight line out to 30ft, this increase to 60ft at 10th level. This stacks to 60/120ft respectively. A Rune Knight must be at least 6th level before selecting this rune.

Horizontal
When placed on a weapon a Rune Knight may, as a full-round action, make a single attack at her highest BAB, against all targets in a cone out to 30ft, this increase to 60ft at 10th level. This stacks to 60/120ft respectively.

Meteor Impact
As a Full-round action deal damage to all targets in a 15ft radius. At 12th level this becomes 30ft. Stacks to 30/60ft. A Rune Knight must be at least 8th level before selecting this rune.

[Defensive Runes]
Resistance [Elemental]
Grants resistance 5 fire, cold, acid, or lighting, which improves to 10 at level 11. Stacking these before level 11, increase the resistance to 15, but stacking them after 10 instead grants immunity.
Resistance [Arcane]
Positive, Negative, and Force grant DR 5/magic when unstacked which increases to DR 10/magic at level 8 and DR 15/magic at level 18. Stacked, the DRs instead become 5/Good (for unholy), 5/Evil (for holy), and 5/Adamantine (for eldritch); these increase to 10 at level 8 and 15 at level 18, as normal.

Miscellaneous Runes
Speed runes
When placed on pants or leg armor, increase movement speed by 5 feet. This improves by 5 feet at level 6 and every six levels thereafter. Stacking doubles it. This Rune can also be placed on wings to increase flight speed.
Rune of competence
When placed on a weapon, it grants a +1 insight bonus on attack rolls. This may not be stacked until level 9. At that point, when the Rune knight places the stacked rune on one weapon that the rune knight holds (so just the rune knight) the insight bonus increases by +1 (to +3). At level 13, this stacked bonus increases to +2 (to +3 total) for the rune knight and it can be stacked on others for +1 (totaling to +2). At level 17, the bonus increases by +1 for the rune knight regardless of stacked (for a total of +2 unstacked and +4 stacked)


A Rune Knight begins play with knowledge of 3 runes, she gains an additional known rune at level 3, and another one every two levels afterwards, to a maximum of 12 at level 19. She may have a number of runes drawn equal to 3 + (positive) intelligence modifier, but, only one active. She may have a second rune active at level 2 and an additional active rune every 2 levels thereafter, to a maximum of 11 at level 20.

Cunning reflex: A Rune Knight is trained to be quick, both in mind, and in body. At 1st level a rune knight gains a bonus to AC equal to her (positive) intelligence modifier, up to her max level in this class.

*Rune Lore: During her training a Rune Knight becomes familiar with the secrets of words and symbols adding half her level (minimum +1) to all Linguistics checks, Use Magic Device checks made to activate spell-completion or spell-trigger items, Perception checks made to find magical traps and Disable Devices checks made to disarm magical traps. She may use Disable Devices to disarm magical traps and effects of spells and spell-like abilities that work like traps, including glyphs, explosive runes, and symbols.

*Word-Wise (Ex): A 2nd level a Rune Knight becomes more familiar with words and symbols; she may add her Intelligence bonus (minimum +1) to saving throws against language-dependent effects, explosive runes, glyphs, sepia snake sigil, symbols and similar effects that take form of writing or are triggered by reading.

The Rune Knight [Need Help]

Proficiencies: All Simple and Martial melee weapons, the Rune Knight is not proficient with armor of any kind.

[New Mechanic]
Runes: The Rune Knight starts play w/ a number of runes equal to twice his/her Intellegence modifier.

This is the core mechanic of the Rune Knight, and effects the way the Rune Knights weapon works, by adding different runes the Rune Knight may add a number of additional benefits to their weapons, dependent onthe runes they learn

Rune Types:

Eldritch Runes
[Force]

Divine Runes
[Holy]

Elemental Runesl
[Frost]

Well, I would first tell you not to set the number of runes to twice the knight's intelligence modifier. It puts more weight on one stat than other rules in pathfinder do. Also: if you are going to give the rune knight a d10 hit die, that generally means it has full base attack bonus by convention.

Before we set the number of runes, let us talk about what these runes do:
1. Are they single use?
2. Are they persistent?
3. Are some persistent and others single use?

If these runes are single use then I am gonna tell you that you should give the knight something like int+1/2 level in runes or runes equal to int+4+2 for every level past first level.

If these runes are persistent and powerful then I would decouple the number you get from intelligence entirely and instead just use intelligence for things like saves or certain passive bonuses.

Excaliburproxy wrote:

Well, I would first tell you not to set the number of runes to twice the knight's intelligence modifier. It puts more weight on one stat than other rules in pathfinder do. Also: if you are going to give the rune knight a d10 hit die, that generally means it has full base attack bonus by convention.

Before we set the number of runes, let us talk about what these runes do:
1. Are they single use?
2. Are they persistent?
3. Are some persistent and others single use?

If these runes are single use then I am gonna tell you that you should give the knight something like int+1/2 level in runes or runes equal to int+4+2 for every level past first level.

If these runes are persistent and powerful then I would decouple the number you get from intelligence entirely and instead just use intelligence for things like saves or certain passive bonuses.

1. Thank you, and now I know.

2. I plan on keeping them as persistent effects.

3. Alright, I will keep that in mind. I plan on using passive abilities to allow for better survival chances.

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Let me pitch a version of this class with a d8 hit die with 3/4 BAB that uses single use runes. The damage is roughly scaled to the damage output of a rouge who is able to get sneak attack.

Rune Knight
Hit Die: 1d8
Bab:3/4
Fort: Bad
Ref: Good
Will: Good

Skills: 4+int
Weapons and armor proficiency: All martial and simple weapons; Light and medium armor; All shields except tower shields

Runes of Power: Starting at level 1, a Rune Knight's specialized magical training allows her to imbue a weapon, a piece of armor, or certain special items with magical might by pressing by touching the item and placing a magical rune onto it. She may create a number of these runes per day equal to her 4+her intelligence modifier+2 for each level thereafter. She may use these runes to activate a number of abilities. Unless otherwise noted, a rune knight applies a rune to her own self or equipment as a swift action or as a standard action when applying the rune to an unattended item, another creature, or an item held by another creature.

[Good bread-and-butter 1st level rune powers for the type of character I am talking about]
Burning Rune: Beginning at level 1, a rune knight may use her runes to imbue a weapon or piece of armor with elemental fire. If placed on a weapon, the rune sets the weapon ablaze causing the weapon to deal additional 1d6 points of additional fire damage for one round (until the beginning of the Rune Knight's next turn). This damage increases by 1d6 at 3rd level to 2d6 fire damage and increases by an additional 1d6 at 5th level and every two levels thereafter. If the rune is placed on a piece of armor, the wearer or wielder of that armor gains 5 points of damage resistance against fire for a number of rounds equal to 1d4+int modifier. At level 5, this elemental resistance increases to 10. At 10th level it increases to 20. And at 15th level it imparts immunity to fire damage. [note: later talents or feats allow the Rune Knight to expand this ability to other elements]

Rune of Nimble Legs: This rune is placed on the pants or legs of the target creature. For a number of rounds equal to 1d4 + the rune knight's intelligence modifier, that creature gains a +1 dodge bonus to armor class and reflex saves as well as an additional 5 feet of movement speed. At level 8, these bonuses increase to +2 and +10 feet respectively.

Rune of guidance: As a standard action, a rune knight may attempt to place a rune on a creature as a melee touch attack. On a successful hit, the rune "curses" the target creature. For a number of rounds equal to 1+ the rune knight's intelligence modifier, all attacks directed at the cursed enemy gain +1 to attack and damage rolls. These bonuses for individuals targeting the creature increase to +2 at level 6, +3 at level 12, and +4 at level 18.

The Eternal King wrote: Excaliburproxy wrote:

Well, I would first tell you not to set the number of runes to twice the knight's intelligence modifier. It puts more weight on one stat than other rules in pathfinder do. Also: if you are going to give the rune knight a d10 hit die, that generally means it has full base attack bonus by convention.

Before we set the number of runes, let us talk about what these runes do:
1. Are they single use?
2. Are they persistent?
3. Are some persistent and others single use?

If these runes are single use then I am gonna tell you that you should give the knight something like int+1/2 level in runes or runes equal to int+4+2 for every level past first level.

If these runes are persistent and powerful then I would decouple the number you get from intelligence entirely and instead just use intelligence for things like saves or certain passive bonuses.

1. Thank you, and now I know.

2. I plan on keeping them as persistent effects.

3. Alright, I will keep that in mind. I plan on using passive abilities to allow for better survival chances.

Ahhh. I see. I wrote that next response, not seeing this yet xD

How about giving the knight the ability to draw a certain number of runes on his own equipment or the equipment of allies. Then allow to have a smaller number of those runes "active" at any one time. That could lead to some interesting tactical decisions.

Excaliburproxy wrote: The Eternal King wrote: Excaliburproxy wrote:

Well, I would first tell you not to set the number of runes to twice the knight's intelligence modifier. It puts more weight on one stat than other rules in pathfinder do. Also: if you are going to give the rune knight a d10 hit die, that generally means it has full base attack bonus by convention.

Before we set the number of runes, let us talk about what these runes do:
1. Are they single use?
2. Are they persistent?
3. Are some persistent and others single use?

If these runes are single use then I am gonna tell you that you should give the knight something like int+1/2 level in runes or runes equal to int+4+2 for every level past first level.

If these runes are persistent and powerful then I would decouple the number you get from intelligence entirely and instead just use intelligence for things like saves or certain passive bonuses.

1. Thank you, and now I know.

2. I plan on keeping them as persistent effects.

3. Alright, I will keep that in mind. I plan on using passive abilities to allow for better survival chances.

Ahhh. I see. I wrote that next response, not seeing this yet xD

How about giving the knight the ability to draw a certain number of runes on his own equipment or the equipment of allies. Then allow to have a smaller number of those runes "active" at any one time. That could lead to some interesting tactical decisions.

I'll be honest, both ideal's(?) seem viable, the above idea could be turned into an Archtype for the Magus. However, for the way I sort of see the concept, I like the idea you just possed.

Hey thanks. Though I admit that the suggestion is not as well developed as it might be.

I disagree about my first idea being a potential magus archetype though. To be fully realized, it would require that a person craft a whole series of powers and rules on par with the complexity of the alchemist's bombs, a barbarian's rage, or the Bard's performance ability. So I would say a new class is called for.

Excaliburproxy wrote:

1. That's both true and valid.

2. So, the question is how to make it awesome like the Barbarian, more viable than the Fighter and Monk, and less spongey than the Rouge?

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Well, how about we start the class off with like 3 runes known plus one additional rune known at level 3 and every two levels thereafter, up to 12 at level 19 [a feat will allow her to pick up an extra 2 runes known maybe]. At level 1,she may have a number of runes equal to 3+her int mod drawn on her own gear or her allies' gear but may only one can be active at a time. She may have one additional rune drawn at level 3, and every two levels thereafter to a maximum of 12+int modifier at level 19. The Rune knight may have a second rune active at level 2 and an additional active rune every 2 levels thereafter to a maximum of 11 at level 20.

How about these for runes available at level 1:

Damaging runes (each kind "purchased" separately).
These just add damage to attacks made with the weapon where the rune is inscribed. I think this should be just like +2 standard elemental damage (fire, cold, acid, electricity) and +1 for the weird elements (force, holy, and unholy; holy and unholy get the added benefits of). This stuff does not increase with level since it will more or less improve as characters get more attacks but I have an idea for rune stacking later starting at like level 7. When you "stack" two of these runes, the elemental damage steps up to 2d6, while the force and holy/unholy step up to 1d6.

Defensive runes (each kind "purchased" separately):
Basic elements grant elemental resistance 5(fire, cold, etc.) which improves to 10 at level 11. Stacking these before level 11, increase the resistance to 15, but stacking them after 10 imparts immunity. Holy, unholy, and eldritch grant DR 5/magic when unstacked which increases to DR 10/magic at level 8 and DR 15/magic at level 18. Stacked, the DRs change to 5/Good (for unholy), 5/Evil (for holy), and 5/Adamantiun (for eldritch) with the damage scaling up with level as well.

Speed runes:
Placed on pants or leg armor and increase movement speed by 5 feet. This improves by 5 feet at level 6 and every six levels thereafter. Stacking doubles it.

Level 5 runes:
[only one I have right now]

Rune of competence:
When placed on a weapon, it grants a +1 insight bonus on attack rolls. This may not be stacked until level 9. At that point, when the Rune knight places the stacked rune on one weapon that the rune knight holds (so just the rune knight) the insight bonus increases by +1 (to +3). At level 13, this stacked bonus increases to +2 (to +3 total) for the rune knight and it can be stacked on others for +1 (totaling to +2). At level 17, the bonus increases by +1 for the rune knight regardless of stacked (for a total of +2 unstacked and +4 stacked)

The stacked mechanic:
beginning at level 7, the rune knight may stack two of the same runes on one item. This takes up two runes for the purpose of the limit the rune knight may have drawn at once and also two runes for the limit of runes the rune knight may have active if she would like to use the stacked rune as two of her active runes. The rune knight may opt to only turn one rune "on" if she chooses but that results in only the lesser form of the power being active.

The path of a Rune Knight Pathfinder begins with a deep study of ancient writings and languages. They spend years deciphering and understanding the meaning behind the runes, unlocking their secrets one by one. This knowledge allows them to wield the power of the runes and tap into their mystical energies.

Rune knight pathfinder

In combat, Rune Knights can use their runes to bolster their physical attributes, such as increasing their strength, agility, or durability. They can also imbue their weapons with elemental powers, allowing them to deal additional damage or inflict debilitating effects on their enemies. Additionally, Rune Knights can create protective barriers, healing spells, or summon magical allies to aid them in battle. Outside of combat, Rune Knights serve as valuable assets to any party of adventurers. Their ability to decipher ancient scripts and understand hidden messages makes them excellent scouts and explorers. They can uncover hidden doors, reveal secret passages, and locate hidden treasures with ease. Their knowledge of runes also makes them invaluable when dealing with ancient artifacts or deciphering magical puzzles. Overall, the path of a Rune Knight Pathfinder is one of mysticism, ancient knowledge, and powerful magic. These characters are versatile and adaptable, capable of enhancing their own abilities and aiding their party members in many different ways. Their understanding of the runes gives them a unique perspective on the world and enables them to unlock its hidden secrets..

Reviews for "Overcoming Challenges as a Low-Level Rune Knight Pathfinder"

1. Sarah - 2 stars
I was really excited to try out the Rune Knight Pathfinder, as I had heard good things about it. However, I was quite disappointed with my experience. The gameplay felt clunky and unpolished, and the graphics were outdated. Furthermore, the character progression felt slow and unrewarding, making it difficult to stay engaged in the game. Overall, I found the Rune Knight Pathfinder to be underwhelming and not worth the time or money.
2. Mark - 1 star
I had high hopes for the Rune Knight Pathfinder, but it turned out to be a major letdown. The controls were incredibly frustrating to use, and the combat mechanics were confusing and poorly explained. Additionally, the game lacked a compelling story and the quest objectives felt repetitive and uninspired. It simply did not live up to the hype for me, and I would not recommend it to others.
3. Emily - 2 stars
I found the Rune Knight Pathfinder to be quite boring and lacking in depth. The world felt empty and lifeless, and the NPCs had very little personality or memorable dialogue. The exploration aspect of the game was also lackluster, with limited interesting locations or secrets to uncover. Ultimately, I grew tired of the repetitive quests and lack of meaningful progression, causing me to lose interest in the game quickly. I would not recommend the Rune Knight Pathfinder to anyone seeking an immersive and enjoyable gaming experience.

Balancing Attack and Defense as a Rune Knight Pathfinder

Enhancing Your Skills as a Rune Knight Pathfinder