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Runesmith Details | Feats | Sample Builds | Runes


PFS StandardRunesmith


Source Impossible Magic pg. 43
At the heart of all communication is the word, and at the heart of all magic is the rune. Equal parts scholar and artist, you devote yourself to the study of these mystic symbols, learning to carve, etch, brand, and paint the building blocks of magic to channel powers greater than yourself.

Key Attribute: INTELLIGENCE
At 1st level, your class gives you an attribute boost to Intelligence.

Hit Points: 8 plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Runesmith

During Combat Encounters...

You make a canvass of the battlefield, tracing beneficial runes onto your allies to strengthen and empower them while looking for opportunities to carve harmful runes onto those who oppose you. When the moment is right, you invoke your runes to bring their magic to life.

During Social Encounters...

Your knowledge of magical theory—if not practice—can translate into a surprising array of facts for any dialogue. Even if you might not be the most persuasive, you can support a more eloquent teammate with a subtly placed runic enchantment.

While Exploring...

You study ancient inscriptions you find on temple walls or lost artifacts to glean their history and forewarn your party. You take time to maintain runic inscriptions on your allies’ gear, ensuring they’ll be ready for the next encounter.

In Downtime...

You balance scholarly magical research with an ardent practice of your craft. You might begin each morning composing a poem or spend each afternoon toiling at a forge, your understanding of runes growing day by day.

You Might...

  • Pull from your study of languages and scripts in everyday conversation, using the odd word or maxim in an ancient language when the common tongue doesn't quite suffice.
  • Customize your magic items with small phrases or engravings that hold personal meaning.

Others Probably...

  • Ask for your assistance when a necklace clasp needs fixing or their armor needs resizing.
  • Think you are a practitioner of magic instead of a humble scholar.

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Expert in Fortitude
Trained in Reflex
Expert in Will

Skills

Trained in Crafting
Trained in your choice of Arcana, Nature, Occultism, or Religion
Trained in a number of additional skills equal to 2 plus your Intelligence modifier

Attacks

Trained in simple weapons
Trained in martial weapons
Trained in unarmed attacks

Defenses

Trained in light armor
Trained in medium armor
Trained in unarmored defense

Class DC

Trained in runesmith class DC

Class Features

You gain these features as a Runesmith. Abilities gained at higher levels list the levels at which you gain them next to the features' names.
Your LevelClass Features
1Ancestry and background, attribute boosts, initial proficiencies, runes, runic repertoire, Shield Block, runesmith feat
2Runesmith feat, runic crafter, skill feat
3General feat, skill increase
4Runesmith feat, skill feat
5Ancestry feat, attribute boosts, skill increase, weapon expertise
6Runesmith feat, skill feat
7Expert runes, general feat, reflex expertise, runic optimization, skill increase
8Runesmith feat, skill feat
9Ancestry feat, assured runic crafter, skill increase
10Attribute boosts, runesmith feat, skill feat
11General feat, forged endurance, skill increase
12Runesmith feat, skill feat
13Ancestry feat, medium armor expertise, perception expertise, skill increase, weaponmastery
14Runesmith feat, skill feat
15Attribute boosts, general feat, greater runic optimization, masterful runes, skill increase
16Runesmith feat, skill feat
17Ancestry feat, skill increase
18Runesmith feat, skill feat
19General feat, legendary runes, medium armor mastery, skill increase
20Attribute boosts, runesmith feat, skill feat

Ancestry and Background

In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Runes

Through meticulous study, you have carved the knowledge of secret runes into your mind and body. You can apply special runesmith runes onto objects and creatures, which grant the bearer magical effects. You must know a rune to use it, and you learn runes via the runic repertoire class feature.

Applying Runes

All runes can be applied in one of two ways: a rune can be etched on or merely traced. An etched rune is carved, inked, or branded in; this application doesn't damage the creature or item. Etching or tracing runes requires an artisan's toolkit. Your magic can sustain up to two etched runes at a time, and this maximum increases as you go up in level. You can etch any number of runes up to your maximum during your daily preparations or by spending 10 minutes in exploration mode. Your etched runes remain indefinitely until they are expended or removed or until you etch more runes than your maximum, which causes your oldest rune to fade.

A traced rune is drawn lightly in dust, light, or a similar fleeting medium. You can trace a rune with the Trace Rune action.

Trace Rune [one-action] or [two-actions]

Concentrate Magical Manipulate Runesmith 
Source Impossible Magic pg. 44
Requirements You’re holding or wearing an artisan’s toolkit.
Your fingers dance, glowing light leaving behind the image of a rune. You apply one rune to an adjacent target matching the rune's Usage entry. You can have any number of runes traced at a time, but each rune remains only until the end of your next turn.

If you spend 2 actions to Trace a Rune, you draw the rune in the air, causing it to appear on a target within 30 feet.

Invoking Runes

Magic on your lips, you can pronounce the true name of a rune you have applied, calling it to power using invocation actions. You gain the below invocation action.

Invoke Rune [one-action]

Invocation Magical Runesmith 
Source Impossible Magic pg. 44
You utter the names of up to two of your runes within 30 feet, and each of which blazes with power, applying the effect in its Invocation entry. An invoked rune then fades away, its task completed. Though you can invoke up to two runes with a single Invoke Rune action, creatures that would be affected by multiple copies of the same rune are affected only once, as normal for duplicate effects.

Runic Magic

Runes are magical effects. Some runes have a specific tradition trait; for instance, the elemental ranshu, rune of thunder is a primal rune. If a rune has the magical trait, you can choose to replace the magical trait with a specific tradition trait, provided you're trained in the skill matching that tradition. For instance, you could create an arcane pluuna, rune of illumination if you were trained in Arcana. Though runes aren't spells, some things that affect spells also affect runes. Abilities that restrict you from castingspells (such as being polymorphed into a battle form) or protect against spells (such as a spell that protects against other spells or a creature's bonus to saves against spells) also apply to tracing or invoking runes, though you can continue to benefit from the effects of a rune that's already applied.

Any runes that require a saving throw use your runesmith class DC. Rune you etch or trace have the same level as you, even if this would increase the rune's initial level. For instance, if you're 5th level, your runes would be 5th level (and their counteract rank would be 3rd rank), even if you gained the rune at 1st level. Similar to spells, many runes get more powerful as you increase in level. In these cases, the rune ends with one or more Level entries. This either lists the levels the rune gets an upgrade or has an entry with a plus sign that describes a benefit that increases on a regular basis. For instance, a 1st-level rune with a “Level (+4)” entry would get stronger at 5th, 9th, 13th, and 17th levels.

Runic Repertoire

The collection of runes that you know is called your runic repertoire. At 1st level, you learn four 1st-level runes of your choice. You choose these from the common runes on the rune list as well as any uncommon or rarer runes you have access to.

As you increase in level, you add more runes to your repertoire. You can add any rune to your repertoire as long as it is common (or you have access to it) and its level is equal to or less than your own.

Runesmith Runic Repertoire

Your LevelRunic RepertoireMax Etched Runes
142
242
342
442
563
663
763
863
984
1084
1184
1284
13105
14105
15105
16105
17126
18126
19126
20126

Shield Block

You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.

Runesmith Feats

At 1st level and every even-numbered level thereafter, you gain a runesmith class feat.

Runic CrafterLevel 2

Your study of secret runes leaves you well practiced in crafting their more common cousins. You gain the Magical Crafting skill feat, even if you don't meet the prerequisites. You automatically learn the formulas for the fundamental armor runes (armor potency and resilient), fundamental shield rune (reinforcing), and fundamental weapon runes (weapon potency and striking) as soon as your level equals each item's. You practice your runes so thoroughly you can draw them by heart and thus do not need a formula book to record the formula of any runes you learn how to create.

At 4th level and every 2 levels thereafter, you learn the formula for an armor or weapon property rune of your choice. The rune must be of your level or lower, and can be a common rune or another rune to which you have access.

Skill FeatsLevel 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General FeatsLevel 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill IncreasesLevel 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or become an expert in one skill in which you're already trained.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Ancestry FeatsLevel 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Weapon ExpertiseLevel 5

You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.

Expert RunesLevel 7

Your expertise in magical scripting lends further power to your runic magic. Your proficiency rank for your runesmith class DC increases to expert.

Reflex ExpertiseLevel 7

You’ve developed a knack for dodging danger. Your proficiency rank for Reflex saves increases to expert.

Runic OptimizationLevel 7

You've learned to draw upon the magic of weapon runes to deal greater damage. You deal 2 additional damage with weapons bearing a striking rune. This damage increases to 3 if the weapon bears a greater striking rune and 4 if it bears a major striking rune.

Assured Runic CrafterLevel 9

You're so used to tracing and etching runes in the field that when given the peace and quiet of a proper workshop, it's hard for things to go too astray. When you roll a check to Craft a magic item in downtime and that item is a permanent rune, you get the outcome one degree of success better than the result of your Crafting check.

Forged EnduranceLevel 11

Your body is toughened by long days immersed in crafting, without break for food or drink. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.

Medium Armor ExpertiseLevel 13

You’ve learned to better defend yourself against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.

Perception ExpertiseLevel 13

You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Weapon MasteryLevel 13

You fully understand your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.

Greature Runic OptimizationLevel 15

Your weapon runes harmonize with your own innate magic, multiplying their damage even further. Your extra damage from runic optimization increases to 4 with weapons bearing a striking rune, 6 for a greater striking rune, and 8 for a major striking rune.

Masterful RunesLevel 15

You are a true master of the magical brush, quill, and engraver. Your proficiency rank for your runesmith class DC increases to master.

Legendary RunesLevel 19

The runes you carve are drawn with a legendary hand—each character precise, yet a style distinctly your own. Your proficiency rank for your runesmith class DC increases to legendary.

Medium Armor MasteryLevel 19

Your skill with light and medium armor improves, helping you avoid more blows. Your proficiency ranks for light and medium armor, as well as for unarmored defense, increase to master.

Shelyn's Corner

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