When I began upon the path of converting bits of Arcana Evolved to Pathfinder, I was pretty sure that I wanted to convert the runeblade class from Monte Cook's Collected Book of Experimental Might, (which is an amalgam of the the mageblade and runethane classes from AE), rather than individual conversions of the classes it is drawn from. This is, in part, because I dislike converting spellcasting classes. Another reason is because the magus class already fills most, and maybe even all, of the holes they mageblade would in Pathfinder, so conversion of the mageblade seemed a bit redundant. (This does not mean that I won't come back and convert it as an archetype for the magus at some point.) Finally, I feel that the runeblade really does a good job of pulling the best parts of the two classes it is replacing.
Runeblade
Scorned
by sorcerers and wizards, runeblades are looked down as cheating bastards
within the magical society. But who wants to spend decades studying dusty tomes
and memorizing spells when you can draw a symbol on your armor and achieve the
same effect? Ever since runes were discovered to hold the same powers as the
spells that mages cast at each other, there was a small group of fighters who
saw the advantage of using this easy magic to boost their skills in combat.
They were the first runeblades.
From
adding elemental damage to their weapons to elemental resistance to their
armor, conjuring monsters, communication spells and teleportation, and even
healing, runeblade magic focuses on mostly combat with some support abilities.
Role: Runeblades are the
synthesis of magic and combat. A high Intelligence is crucial for runeblades
for it affects how many runes they can create in a day. Most of their runes are
combat oriented, although there are a few that are useful in a team, they are
not built to be a main support role.
Alignment: Any.
Hit
Die:
d10.
Class Skills
The runeblade’s
class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Int),
Knowledge (all) (Int), Linguistics (Int), Perception (Wis), and Spellcraft (Int).
Skill Ranks per Level: 4 + Int modifier.
Table: Runeblade
Level
|
Base
Attack Bonus
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Special
|
1st
|
+1
|
+0
|
+0
|
+2
|
Lesser rune, runes,
runic weapon
|
2nd
|
+2
|
+0
|
+0
|
+3
|
Lesser rune
|
3rd
|
+3
|
+1
|
+1
|
+3
|
Lesser rune
|
4th
|
+4
|
+1
|
+1
|
+4
|
Lesser rune
|
5th
|
+5
|
+1
|
+1
|
+4
|
Lesser rune
|
6th
|
+6/+1
|
+2
|
+2
|
+5
|
Advanced rune
|
7th
|
+7/+2
|
+2
|
+2
|
+5
|
Advanced rune
|
8th
|
+8/+3
|
+2
|
+2
|
+6
|
Advanced rune
|
9th
|
+9/+4
|
+3
|
+3
|
+6
|
Advanced rune
|
10th
|
+10/+5
|
+3
|
+3
|
+7
|
Advanced rune,
familiarity with magic
|
11th
|
+11/+6/+1
|
+3
|
+3
|
+7
|
Greater rune
|
12th
|
+12/+7/+2
|
+4
|
+4
|
+8
|
Greater rune
|
13th
|
+13/+8/+3
|
+4
|
+4
|
+8
|
Greater rune
|
14th
|
+14/+9/+4
|
+4
|
+4
|
+9
|
Greater rune
|
15th
|
+15/+10/+5
|
+5
|
+5
|
+9
|
Greater rune
|
16th
|
+16/+11/+6/+1
|
+5
|
+5
|
+10
|
Rune of power
|
17th
|
+17/+12/+7/+2
|
+5
|
+5
|
+10
|
Rune of power
|
18th
|
+18/+13/+8/+3
|
+6
|
+6
|
+11
|
Rune of power
|
19th
|
+19/+14/+9/+4
|
+6
|
+6
|
+11
|
Rune of power
|
20th
|
+20/+15/+10/+5
|
+6
|
+6
|
+12
|
Ultimate rune
|
Class Features
All of the
following are class features of the runeblade.
Weapon and Armor Proficiency: A runeblade is proficient
with all simple and martial weapons, light armor, and shields (except tower shields).
Runes: Runes resemble arcane
symbols. They are usually meaningless to anyone without the Knowledge (arcana) skill.
Runeblades apply runes by magically drawing a symbol on an object, a surface, or
a creature. No rune can be used more than once per hour.
There
are three kinds of runes: touch-trigger runes, applied runes, and enchanted object
runes.
·
A
touch-trigger rune is placed upon an object,
a surface, or even a creature. Basically, a rune can cover a surface as small as
1 inch square and as large as 10 feet square; multiple runes can cover a much larger
area. The first creature that touches the object, surface, or creature bearing the
rune triggers the effect immediately. Touch-trigger runes last until triggered,
dispelled, or erased by the runeblade. If circumstances result in a creature triggering
more than one touch-trigger rune at once, only the most powerful one takes effect.
The others are triggered but have no effect. A runeblade can choose to create a
touch-trigger rune as a visible rune or as invisible.
·
Applied runes require the runeblade
to apply the rune to immediately activate its effects—usually related to the object,
surface, or creature the rune is placed upon. Applied runes last only as long as
their effects.
·
Enchanted object runes require the runeblade
to apply the rune to an object no larger than himself. These imbue the item bearing
the rune with a magical ability. Enchanted object runes last for one day per runeblade
level.
Triggering
identical runes at the exact same time negates both runes. For example, while two
different doors can bear a rune of conjuring,
if one door has two runes of conjuring
on it, neither rune functions unless they are placed so that there is no way someone
could trigger both of them at once. Likewise, a runic weapon cannot have two lesser elemental runes on it.
Each
rune is worth 1 point or more; a runeblade may have only a certain number of points
worth of runes in effect at any given time. That number is called his total rune
value. A runeblade’s total rune value is equal to his runeblade level + his Intelligence
modifier (minimum 2).
Runes
come in varying power levels, each with its own associated value: Lesser runes each
have a value of 1, which counts against this total. Advanced runes each have a value
of 2, greater runes a value of 3, and runes of power a value of 4.
Anyone
looking upon a visible rune can determine what it does by making a Knowledge (arcana)
check. The check’s Difficulty Class is 15 for lesser runes, 18 for advanced runes,
21 for greater runes, 25 for runes of power, and 30 to identify the ultimate rune
and what it does.
Erase Rune (Sp): At 1st level, a runeblade
can attempt to erase the runes he encounters. He can always erase his own runes
without fail. If the rune was created by another runeblade, he can make a level
check (d20 + the runeblade’s level + the runeblade’s Intelligence modifier; DC 10
+ creator’s level) to erase it. An advanced rune adds +4 to this Difficulty Class,
a greater rune adds +6, a rune of power adds +8, and the ultimate rune adds +10.
Erasing a rune you created is a standard action; otherwise, it takes a full minute. A runeblade must know
a rune’s location in order to erase it, locating invisible runes prior to
attempting to erase them.
Sense Rune (Su): At 3rd level, a runeblade
can make a level check (d20 + runeblade’s level + Intelligence modifier) to sense
whether an invisible or otherwise hidden rune lies within 10 feet of him. The Difficulty
Class for the check is 11 + the creator’s level. It takes a standard action to sense
a rune. After a round of sensing, the runeblade can sense the direction of the closest
unknown rune. A runeblade who spends another round sensing can determine the rune’s
strength (lesser, advanced, etc.) This ability also works with runic spells, such
as glyph of warding or symbol spell, in which case the runeblade
learns the spell level in place of rune strength.
Invested Rune (Su): At 5th level, a runeblade
can create an invested rune that doubles the duration, damage, or healing of a rune
he already knows. Some runes, such as a rune
of communication, gain no benefit from being invested. An invested rune costs
double toward the runeblade’s total rune value.
Password (Su): At 10th level, a runeblade
develops a special password for his runes. Now, he and anyone who knows the
password can touch a touch-trigger rune without triggering it. This means, for example,
that a runeblade could create a rune of affliction
on his runic weapon and then pick it up safely, allowing him to strike a foe and
also affect the foe with the rune of affliction.
The runeblade may choose to have a different password for different runes or allow
them all to use the same one. He can give the passwords to others; however the only
weapon he can mark with password-protected runes is his own runic weapon. Also,
the password does not render the runeblade or anyone else who knows the password
immune to the effects of the rune once triggered. If the runeblade stands within
the area of a rune of blasting triggered
by someone else, he still suffers damage.
Inscribe Rune (Su): At 15th level, a runeblade
can make one of his own runes permanent. Creating an inscribed rune requires one
hundred times the normal amount of time. In addition, it calls for 1,000 gp worth
of valuable inks or materials for a lesser rune, 4,000 gp for an advanced rune,
10,000 gp for a greater rune, 22,000 gp for a rune of power, and 50,000 gp for the
ultimate rune. The rune can still be erased, but otherwise it never fades. Thus,
a touch-trigger rune triggers every time someone touches it (no more than once per
round), and an enchanted object rune never loses its enchantment. Applied runes
cannot be inscribed. Inscribed runes still count toward the runeblade’s total rune
value.
Lesser Runes (Sp): Each time the runeblade
gains this ability (at 1st through 5th levels), he learns a new lesser rune from
the list below. Each lesser rune he creates counts as 1 point toward his total rune
value. Creating a lesser rune is a full-round action.
Rune of Affliction: This touch-trigger rune
blasts the target for 1d6 points of acid, cold, electrical, or fire damage + 1 point
per runeblade level. A Reflex saving throw (DC 10 + 1/2 the runeblade’s level +
the runeblade’s Intelligence modifier) reduces the damage by half. The runeblade
chooses the element when creating the rune.
Rune of Armor: Anyone affected by this
applied rune gains a +4 armor bonus to Armor Class or a +1 enhancement bonus to
the AC provided by existing armor. This effect lasts for one hour per runeblade
level.
Rune of Conjuring: When touched, this touch-trigger
rune summons a monster from the summon monster II list, chosen
by the runeblade at the time of creation. The monster attacks the creature that
triggered the rune for 1 round per runeblade level (or until destroyed). If the
runeblade triggers the rune, he can command the summoned creature and it automatically
obeys, even if it does not understand the character’s language. A runeblade using
the invested rune ability can choose the monster from the summon monster III list instead
of doubling the effect’s duration.
Lesser Elemental Rune: Applied to the runeblade’s
runic weapon (see below), this enchanted object rune inflicts 1d6 points of additional
acid, cold, electrical, or fire damage on a successful strike. It is usable once
per level during the duration; the runeblade decides whether to use it at the beginning
of his turn (although the rune is not used until he successfully strikes with the
weapon). It functions only on the runeblade’s runic weapon and no others. The runeblade
chooses the element when creating the rune.
Rune of Locking: This is an enchanted
object rune. It seals a door, lid, or other portal like an arcane lock spell.
Rune of Protection: This enchanted object
rune grants a +1 luck bonus to the runeblade’s armor or shield. This luck bonus
works like an armor enhancement bonus, except that it stacks with enhancement bonuses
and it functions only on the runeblade’s armor or shield. Like all enchanted object
runes, it lasts one day per class level.
Rune of Rest: Anyone affected by this
applied rune heals at double the rate she normally would. This effect lasts for
twenty-four hours while the subject rests.
Rune of Sleep: This touch-trigger rune
requires one who touches it to succeed at a Will save (DC 10 + 1/2 the runeblade’s
level + the runeblade’s Intelligence modifier) or fall asleep for 1d4 rounds. The
target must have Hit Dice equal to or fewer than the runeblade’s; otherwise he merely
becomes dazed for 1d4 rounds. This is an enchantment (compulsion) effect as well
as a sleep effect.
Rune of Warding: This touch-trigger rune
has two different powers. If placed upon an object, it is a trap that forces the
victim to drop the object and not touch it again for one day per class level, unless
she succeeds at a Will saving throw (DC 10 + 1/2 the runeblade’s level + the runeblade’s
Intelligence modifier). If the rune is placed upon a surface, the victim instead
refuses to cross over or come within 10 feet of the surface for one day per class
level, unless successful in the saving throw. This is an enchantment (compulsion)
effect as well as a fear effect.
Runic Weapon (Su): At 1st level, a runeblade
selects a bladed weapon that he is proficient with and inscribes it with personal
runes to make it his runic weapon. A runeblade can have only one such weapon, and
it must be a physical weapon (not the creation of a spell), although it can be enhanced
with magic already. The weapon does not have to be masterwork to use it as a runic
weapon, but if the runeblade ever wants to enhance it with weapon special abilities,
such as keen or dancing, it must be masterwork. At 3rd level, the runic weapon ability
provides enough of an enhancement bonus to give the weapon special abilities without
first giving it at least a +1 enhancement bonus using the normal item creation rules.
As
a runeblade increases in level, his runic weapon gains power. A runic weapon is
independently conscious but features some personality traits reflecting its wielder.
A runic weapon always has the same alignment as its wielder and even changes its
alignment if its wielder does. The blade typically works toward its wielder's goals,
but not always without argument or backlash.
A
runeblade can create a new runic weapon, but this results in the destruction of
the previous one, if it still exists.
Advanced Runes (Sp): Each time the runeblade
gains this ability (at 6th through 10th levels), he learns a new advanced rune from
the list below. Each advanced rune he creates counts as 2 points toward his total
rune value. Unless otherwise noted, creating an advanced rune is a full-round action.
Hand Rune: With this enchanted object
rune, the runeblade can summon an object from any distance as a standard action.
The object teleports to the runeblade’s hands. The object must weigh no more than
the runeblade can lift over his head. This is a teleportation effect.
Rune of Advanced Conjuring: When touched, this touch-trigger
rune summons a monster from the summon monster IV list, chosen
by the runeblade at the time of creation. The monster attacks the creature that
triggered the rune for 1 round per runeblade level (or until destroyed). If the
runeblade triggers the rune, he can command the summoned creature and it automatically
obeys, even if it does not understand the character’s language. A runeblade using
the invested rune ability can choose the monster from the summon monster V list instead
of doubling the effect’s duration.
Rune of Augmentation: This applied rune grants
a creature a +2 enhancement bonus on an ability score of the runeblade’s choosing.
The bonus lasts for ten minutes per runeblade level.
Rune of Blasting: If touched, this touch-trigger
rune explodes with elemental fury, inflicting 1d6 points of acid, cold, electrical,
or fire damage per runeblade level (10d6 maximum) to all within 10 feet. A successful
Reflex saving throw (DC 10 + 1/2 the runeblade’s level + the runeblade’s Intelligence
modifier) reduces the damage by half. The runeblade chooses the element when creating
the rune.
Rune of Charming: Anyone touching this
touch-trigger rune must attempt a Will saving throw (DC 10 + 1/2 the runeblade’s
level + the runeblade’s Intelligence modifier). If unsuccessful, the target reacts
to the runeblade for one minute per class level as if the runeblade’s Charisma score
had a +10 bonus. If the runeblade is not within sight of the target creature, there
is no effect. This is an enchantment (charm) effect.
Rune of Communication: Two or more of these
enchanted object runes must exist for any of them to function. Anyone holding an
object bearing this rune can communicate telepathically with anyone else with one
of these runes within 1 mile. The runes must all be created by the same runeblade
in order for any of them to function.
Rune of Enrichment: This enchanted object
rune grants a +1 luck bonus to the runeblade’s runic weapon. This luck bonus works
like a weapon enhancement bonus, except that it stacks with enhancement bonuses
and it functions only on the runeblade’s runic weapon.
Rune of Fear: Anyone touching this
touch-trigger rune must succeed at a Will saving throw (DC 10 + 1/2 the runeblade’s
level + the runeblade’s Intelligence modifier) or drop what he is holding and flee
for 1 round per runeblade level. He then acts as though affected by a rune of warding for one day per runeblade
level. This is an enchantment (compulsion) effect as well as a mind-affecting fear
effect. A runeblade must have rune of warding
before choosing rune of fear.
Rune of Healing: Anyone touching this
touch-trigger rune is filled with positive energy that heals 1d6 points of damage
+ 1 point per runeblade level. Undead that touch the rune suffer 1d6 points of damage.
A single creature cannot be healed more than once per day by a rune of healing.
Rune of Shielding: This applied rune creates
a magical shield surrounding the runeblade like a shimmering aura. This shield provides
a +2 deflection bonus to AC and CMD per four class levels and does not require the
runeblade to wield it as a shield (he keeps both hands free). A rune of shielding
can be created once per day as an immediate action, lasts for 1 round per runeblade
level, and only functions for the runeblade.
Rune of Slicing: This enchanted object
rune grants a runeblade’s runic weapon the keen special weapon quality. It functions
only on the runeblade’s runic weapon and no others.
Familiarity With Magic
(Ex):
At 10th level, the runeblade gains a +2 competence bonus to all saving throws against
spells and spell-like and supernatural abilities (including magic items). Further,
he gains a +2 competence bonus to AC and CMD against spells with attack rolls.
Greater Runes (Sp): Each time the runeblade
gains this ability (at 11th through 15th levels), he learns a new greater rune from
the list below. Each greater rune he creates counts as 3 points toward his total
rune value. It takes one minute to create a greater rune.
Rune of Confusion: This touch-trigger rune
affects not only the person touching it but all within 10 feet of that person. Everyone
in range must succeed at a Will saving throw (DC 10 + 1/2 the runeblade’s level
+ the runeblade’s Intelligence modifier) or stand dazed for 1d10 rounds, unable to act
except to defend themselves.
Rune of Dominion: This applied rune is
placed upon a living humanoid creature. After it is placed, the creature must succeed
at a Will saving throw (DC 10 + 1/2 the runeblade’s level + the runeblade’s Intelligence
modifier) or it is dominated (as per the dominate person spell) for one
hour per runeblade level. This is an enchantment (compulsion) and mind-affecting
effect. This rune is used to best effect on an unconscious, incapacitated, or duped
target.
Rune of Durability: This enchanted object
rune adds 10 to the hardness of the object that bears it. The rune can be made invisible.
Rune of Elemental Armor:
This enchanted object
rune can be placed on either the runeblade’s armor or his shield. The rune gives
the armor or shield and its wearer 10 points of acid, cold, electrical, or fire
resistance. The runeblade chooses the element when he creates the rune. This rune
functions only on the runeblade’s armor or shield.
Rune of Elemental Weapon:
This enchanted object
rune can be placed on the runeblade’s runic weapon. The weapon inflicts an extra
1d6 points of acid, cold, electrical, or fire damage each time it strikes. The runeblade
chooses the element when he creates the rune. This rune functions only on the runeblade’s
runic weapon.
Rune of Ghosts: This enchanted object
rune grants the runeblade’s runic weapon the ghost touch special weapon quality.
It functions only on the runeblade’s runic weapon and no others.
Rune of Greater Conjuring: When touched, this touch-trigger
rune summons a monster from the summon monster VI list, chosen
by the runeblade at the time of creation. The monster attacks the creature that
triggered the rune for 1 round per runeblade level (or until destroyed). If the
runeblade triggers the rune, he can command the summoned creature and it automatically
obeys, even if it does not understand the character’s language. A runeblade using
the invested rune ability can choose the monster from the summon monster VII list instead
of doubling the effect’s duration.
Rune of Resistance: The creature or object
upon which this applied rune is placed gains damage reduction for one minute per
runeblade level. At 11th level, the runeblade can choose to grant DR 15/magic, DR
10/cold iron, DR 10/silver, or DR 5/adamantine. At 16th level, the runeblade can
choose to grant DR 15/cold iron, DR 15/silver, or DR 10/adamantine.
Rune of Understanding: This enchanted object
rune allows all those hearing the words of the object’s wielder to understand them
as if the words were spoken in their native tongue.
Runes of Power (Sp): Each time the runeblade
gains this ability (at 16th through 19th levels), he learns a new rune of power
from the list below. Each rune of power he creates counts as 4 points toward his
total rune value. It takes one minute to create a rune of power.
Rune of Dancing: This enchanted object
rune grants the runeblade’s runic weapon the dancing special weapon quality.
It functions only on the runeblade’s runic weapon and no others.
Rune of Devastation: If touched, this touch-trigger
rune explodes with elemental fury, inflicting 1d6 acid, cold, electrical, or fire
damage per runeblade level (20d6 maximum) to all within 20 feet. A successful Reflex
saving throw (DC 10 + 1/2 the runeblade’s level + the runeblade’s Intelligence modifier)
reduces the damage by half. The runeblade chooses the element when creating the
rune.
Rune of Energy: This enchanted object
rune grants the runeblade’s runic weapon the brilliant energy special weapon
quality. It functions only on the runeblade’s runic weapon and no others.
Rune of Repose: This applied rune, placed
upon any living creature, lasts until triggered. When that creature is affected
by something (a spell or attack) that normally would kill it, the rune has a chance
of storing the creature’s soul safely. This effect keeps the body in a coma when
it would have died, allowing it to “come back to life” (with no level loss) upon
receiving magical healing. The chance of functioning is equal to double the runeblade’s
level on a roll of percentile dice.
Rune of Transformation: This applied rune can
be placed only upon a willing creature. The rune functions as the greater polymorph spell, except
that its duration is reduced to 1 round per runeblade level.
Rune of Transport: When this applied rune
is completed, the creature or object that bears it vanishes, teleporting instantly
and safely to a location known to the runeblade (one that he has physically visited
himself) within 10 miles per class level. Unwilling creatures can attempt a Will
saving throw (DC 10 + 1/2 the runeblade’s level + the runeblade’s Intelligence modifier)
to resist the transport. This is a teleportation effect.
Rune of True Conjuring: When touched, this touch-trigger
rune summons a monster from the summon monster
VIII list, chosen by the runeblade at the time of creation. The monster attacks
the creature that triggered the rune for 1 round per runeblade level (or until destroyed).
If the runeblade triggers the rune, he can command the summoned creature and it
automatically obeys, even if it does not understand the character’s language. A
runeblade using the invested rune ability can choose a monster from the summon monster IX list instead of doubling
the effect’s duration.
Ultimate Rune (Sp): The ultimate rune does
not count against a character’s total rune value. It takes ten minutes to create
the ultimate rune. This touch-trigger rune, once triggered, can replicate the effects
of any spell of 8th level or below, with the same duration, area, range, and so
forth. It can also duplicate any spell with the word “rune,” “glyph,” “mark,” or
“symbol” in the title. The runeblade can have only one ultimate rune in existence
at a time. The ultimate rune cannot be invested, but it can be inscribed and given
a password.
Runic Weapon Basics
A runic
weapon is bonded to a particular runeblade, much like a familiar, but in more of
a partnership than a master-servant relationship.
Intelligence: This is the intelligence
score of the runic weapon. It starts at 10 and increases by 1 for every two levels
of the runeblade (at 3rd level, 5th level, and so on).
Wisdom and Charisma: As the runeblade increases
in level, so do the Wisdom and Charisma of the runic weapon. These abilities start
at 6 and increase by 1 for every two levels of runeblade.
Ego: A runic weapon starts
with an ego of 5, and that ego increases as the blade becomes more powerful, as
per Table: Runic Weapon Progression below. In cases where a wielder and the runic
weapon come into conflict, like any intelligent item, a runic weapon can attempt
to exert its dominance using the rules for intelligent items against characters.
Due to its flexible and powerful nature, a runic weapon has a nonstandard ego progression.
Languages and Skills: A runic weapon starts
with Common as a language. As the runic weapon increases in Intelligence, it manifests
knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it
gains a bonus language of the GM’s choice, and gains 1 rank in Knowledge (arcana).
Each time the sword gains a bonus to Intelligence, it gains another language and
another rank in Knowledge (arcana).
Senses: A runic weapon is aware
of everything around it like a creature that can see and hear. It can be blinded
and deafened as if it were a creature. It uses the saving throws of its runeblade,
even if the runeblade is not currently wielding the runic weapon.
Table: Runic Weapon Progression
Runeblade
Class Level
|
Enhancement
Bonus
|
Int
|
Wis/Cha
|
Ego
|
Special
|
1st–2nd
|
—
|
10
|
6
|
5
|
Empathy
|
3rd–4th
|
+1
|
11
|
7
|
6
|
Telepathy
|
5th–6th
|
+2
|
12
|
8
|
8
|
Runic weapon defense
|
7th–8th
|
+2
|
13
|
9
|
10
|
—
|
9th–10th
|
+3
|
14
|
10
|
12
|
Summon runic weapon
|
11th–12th
|
+3
|
15
|
11
|
14
|
Slice through wardings
|
13th–14th
|
+4
|
16
|
12
|
16
|
—
|
15th–16th
|
+4
|
17
|
13
|
18
|
Spell parry
|
17th–18th
|
+5
|
18
|
14
|
22
|
Slice through spells
|
19th–20th
|
+5
|
19
|
15
|
24
|
—
|
Runic Weapon Ability Descriptions: A runic weapon has special
abilities (or imparts abilities to its wielder) depending on the wielder's runeblade
level. The abilities are cumulative. A runic weapon normally refuses to use any
of its abilities when wielded by anyone other than its runeblade, and acts as a
masterwork weapon of its type.
Empathy (Su): The runic weapon gains
a small modicum of sentience via the runes. It has a very basic empathic link with
the runeblade, so the character always knows where the weapon is (distance and direction).
Telepathy (Su): While a runeblade is
wielding or carrying his runic weapon, he can communicate telepathically with the
blade in a language that the runeblade and the runic weapon share.
Runic Weapon Defense (Su): Starting at 5th level,
the runic weapon—unless the runeblade mentally commands it not to—strikes at anyone
other than the runeblade who picks it up or attempts to use it. The weapon strikes
once per round until dropped, using the runeblade’s attack bonuses. Resolve the
attack as if the runeblade were wielding the weapon.
Summon Runic Weapon (Su): Beginning at 9th level,
the runeblade can summon his runic weapon to his hand as a standard action. The
weapon can be up to 10 miles away per class level, although if it is in someone
else’s possession or in a locked room, the runeblade must make a level check (d20
+ the runeblade’s level + the runeblade’s Intelligence modifier; DC 25) to summon
it. Starting at 14th level, this summons becomes a free action, usable once per
round.
Slice Through Wardings
(Su):
Once per day per class level, starting at 11th level, the runeblade can make a single
attack with his runic weapon that ignores all a foe’s magic-based protections (Armor
Class bonuses, stoneskin, and so on). The runeblade
cannot use this ability to ignore spells or effects that take effect when a foe
is attacked, like fire shield. The character must
declare his use of this ability before making the attack.
Spell Parry (Su): A 15th-level and higher
runeblade gains the ability to parry spells (and spell-like effects) with his runic
weapon in hand. Only spells targeting the runeblade alone can be parried—not area
spells or spells targeted elsewhere. To parry, the runeblade must use an immediate
action to make an attack roll opposed by the spellcaster’s caster level check. If
the runeblade’s roll is higher, the spell fails to affect him at all. The runeblade
can only parry spells he is aware of; spells from invisible casters or those using
mental-action-only casting cannot be parried. A runeblade can parry no more than
one spell in a round.
Slice Through Spells (Su): Once per day beginning
at 17th level, the runeblade can strike a non-Instantaneous spell effect or creation
(a summoned monster, a wall of fire, an illusion, an
area of obscuring mist, and so on) with
his runic weapon and dispel it as if he had cast dispel magic using his class level
as the caster level. A runeblade cannot dispel effects on a creature (like charm person or alter self), only “stand-alone”
effects. Even spells not normally subject to dispel magic can be affected.
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