Runemaster
Character Skills for Runemaster:
Expression Party Ability [Used to be Craft (Writing) and Craft (Visual Arts)]
Weapon Arts
[Energy] Control
Ritual Arts
Primal Arts
Bluff
Intimidate
- Militia Proficiency
- General Choice
Starting Meseta: 14,000
1: See Runes, Rune Sense +1
2: Core: Battlefield Rune
3: Runic Magic
4: Mag Bauble
5: Erase Runes, Rune Sense +2
6: Power Slot
7: Runic Mastery I
8: Mag Bauble
9: Extended Glyph I
10: Rune Sense +3
11 Extended Mark I
12 Mag Bauble
13 Runic Mastery II
14 Extended Glyph II
15 Fixed Sigil, Rune Sense +4
16 Mag Bauble
17 Extended Mark II
18 Power Slot
19 Runic Mastery III
20 Fixed Glyph, Rune Sense +5
See Runes (EX)
At 1st level, a runemaster can see all arcane runes of lower level than the highest level he can inscribe without needing to make a Search check. For example, a runemaster capable of inscribing 3rd-level runes is able to see all runes of 2nd level and lower without making a Search check. In addition, a runemaster who merely passes within 5 feet of an arcane rune more powerful than he can normally see is entitled to a Search check to notice it as if he were actively looking for it.
Core: Battlefield Rune
Usable once per combat A battlefield rune will generate magical terrain around it, modifying the energy cost of spells cast by those within it's radius.
Runic Magic
A runemaster's selection of runes is extremely limited. He begins play with mastery of one rune family. Each rune family gives the runemaster access to a rune at each rune level he can create, from 1-level on up to 10, as well as a granted power. As per all magic you must have a level equal to the spell level minimum.
Erase Runes (EX)
At 5th level, a runemaster can make a Disable Device check to erase an arcane rune without activating it.
Rune Sense (EX)
At 1st Level a Runemaster gains and intuitive sense that alerts him to dangerous runes and steels him against their effects. He receives a +1 bonus to saves against rune effects as a +1 on perception checks to locate hidden runes and disable device checks to erase them.
Extended Glyph (EX)
At 9th level, a runemater's glyphs need not activate immediately upon completion. instead the glyph remains quiescent for 2 minutes per runemaster level. the glyph fades to no effect at the end of this time if it has not already been activate dispelled or erased. anyone can activate the glyph as a move action an enemy who is aware of the glyph can try to activate it by making a touch attack against the rune (use the size of the rune, which has +8 to defense for fine size instead of the surface's normal size defense modifier
At 14th level the runemaster gains lasting glyphs, they have no time limit, remaining until activate dispelled or erased. An object can only have one extended or lasting glyph at a time. if a second is inscribed, the first fades to no effect.
Extended Mark (EX)
At 11th level, a runemater's marks need not activate immediately upon completion, an extended mark functions like an extended glyph
At 17th level the runemaster gains lasting marks, they have no time limit, remaining until activate dispelled or erased. An object can only have one extended or lasting mark at a time. if a second is inscribed, the first fades to no effect.
Runic Mastery
At 7th level the Runemaster chooses a second rune family. the runemaster gains the family's granted power and access to all of its arcane runes that he is capable of creating with his Fuinjutsu skill.
at 13th level the runemaster chooses his third rune family, gaining the granted power and access to all of its arcane runes that he is capable of creating.
at 19th level the runemaster chooses his final rune family, gaining the granted power and access to all of its arcane runes that he is capable of creating.
Fixed Sigil (EX)
At 15th level a Runemaster's sigils can be made permanent. A fixed sigil does no fade after activation, though it can only be activated once per day.
Fixed Glyphs (EX)
At 20th level a runemaster's glyphs can be made permanent. A fixed glyph does not fade after activation, though it can only be activated once per day.
Rune Families
Awareness Beast Healing Motion Restoration Shielding Weapon Arts
Taiga notes
Starting Meseta: 1000-might 1250-magic 1500-civilian [This should be likely + 1 zero more on each. to be done when coupons are updated!]
Basic classes use 11 points split among [HP, Energy, skills and proficiencies]
+1 HP [1] +2 HP [2]
1d4 control [0] 1d6 [1] 1d8 [2] 1d10 [3]
4 + Int at level 1 ||| 2 + Int per level after [0] 6 + Int at level 1 ||| 4 + Int per level after [2]
Highly skilled increases [Per level after] up to match Initial and costs [2]
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Advanced classes use 7
Skill base is 2 + Int per level. [0]
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Prestige is likely less [points] then adv