![]() About Cordelia JerrellFemale human runesmith 14 STATISTICS
Senses: Perception +18 DEFENSE
Fort +23
OFFENSE Spd 30 ft Melee +2 greater striking longsword +26 (3d8+8) Runic Repertoire:
Esvadir, Rune of WhetstonesRune 1
MagicalRuneRunesmith Usage drawn on a piercing or slashing weapon or unarmed Strike This serrated rune, when placed on a blade, ensures it will never go dull. On a successful Strike, the weapon deals an additional 2 persistent bleed damage per weapon damage die. Invocation The essence of sharpness is released outwards from the rune, dealing 2d6 slashing damage to a creature adjacent to the rune-bearer, with a basic Fortitude save. Level (+2) The damage of the invocation increases by 2d6. Holtrik, Rune of Dwarven RampartsRune 1
Similarity in the Dwarven words for “wall” and “shield” ensure that this angular rune, once used to shore up tunnels, can apply equally well in the heat of battle. A shield bearing this rune increases its circumstance bonus to AC by 1. Invocation You call the shield to its rightful place. You Raise the Shield bearing the rune, as if the rune-bearer had used Raise a Shield, and the shield retains the increased bonus to AC until the beginning of the creature’s next turn. Marssyl, Rune of ImpactRune 1
This rune magnifies force many times over as it passes through the rune’s concentric rings. The weapon deals 1 bludgeoning splash damage per weapon damage die. If the weapon is a melee weapon, the rune-bearer is immune to this splash damage. Invocation The weapon vibrates as power concentrates within it. The next successful Strike made with the weapon before the end of its wielder’s next turn deals an additional die of damage and the target must succeed at a Fortitude save against your class DC or be pushed 10 feet in a straight line backwards, or 20 feet on a critical failure. Oljinex, Rune of Cowards’ BaneRune 1
This rune resembles a broken arrow. While the shield is raised, it also grants the bearer a +1 status bonus to AC against physical ranged attacks. Invocation (illusion, mental, visual) The rune creates an illusion in the minds of all creatures adjacent to the rune-bearer that lasts for 1 round. The illusion is of a large impassable wall blocking all paths away from the rune-bearer. Creatures affected by this invocation can’t willing move further away from the rune bearer for 1 round or until they disbelieve the illusion, usually by using a Seek action against your class DC. Ranshu, Rune of ThunderRune 1
This vertical rune is often carved on tall towers to draw lightning and shield the buildings below it. If the bearer does not take a move action at least once on its turn, lightning finds it at the end of its turn, dealing 1d4 electricity damage. Invocation The preliminary streaks of lightning braid together into a powerful bolt. The rune-bearer takes 2d6 electricity damage, with a basic Fortitude save. Level (+2) The damage increases by 1, and the damage of the invocation increases by 2d6. Sun-, Diacritic Rune of PreservationRune 1
This spiraling diacritic channels the magic of a rune outwards, then back to the same location, allowing a rune to reconstitute itself. After the base rune is invoked, the rune automatically Traces itself back upon the same target. Special You can have only one copy of sun-, diacritic rune of preservation applied at a given time, and once you invoke it, you cannot Etch or Trace it again for 10 minutes. Ur-, Diacritic Rune of IntensityRune 1
This diacritic accentuates the base rune with bolder lines to give greater weight to its effects. When the base rune is invoked, its invocation gains a status bonus to damage equal to your Intelligence modifier. Ichelsu, Rune of ObservationRune 9
A ring of dotted circles, this rune allows a creature marked with it to see all. The target is affected by see the unseen and gains all-around vision, which prevents it from being flanked. Invocation The eyes of the rune fly outwards, attaching to all creatures in a 20-foot emanation. Each of these creatures that was invisible becomes concealed instead, and each one that was concealed for any other reason is no longer concealed. This effect lasts for 2 rounds. Jurroz, Rune of Dragon FuryRune 9
This angular rune channels the fury of dragon kind. Whenever a creature Strikes the rune-bearer or Steals from them, draconic sanction fully focuses on them, causing them to become off-guard for 1 round. Invocation As a free action, the rune-bearer can Fly up to 60 feet toward a creature that has damaged them in the last minute. If they end this movement adjacent to the creature, the creature becomes off-guard until the end of the rune-bearer’s next turn. If the rune-bearer doesn’t have a fly Speed and ends its movement in the air, they safely float back to the ground at the end of their next turn. Trolistri, Rune of Forlorn SorrowRune 9
This rune calls to mind the forlorn nature of elves, and the beauty within it. While this rune is beautiful, sorrow is best admired from a distance, discouraging approach. Enemies within 20 feet of the rune-bearer treat all squares between them and the rune-bearer as difficult terrain. Invocation Sorrow blots out the capacity for any other action. Each enemy within 20 feet of the rune-bearer must succeed at a Will saving throw or be slowed 1 as it spends the first action of its next turn sobbing (or slowed 2 on a critical failure). Regardless of the outcome, the creature is then temporarily immune to this invocation for 1 hour. Maximum Etched Runes: 5 CLASS FEATURES 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
A traced rune is drawn lightly in dust, light, or a similar fleeting medium. You can trace runes with the below action. Trace Rune (one action or two actions)
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 description. The rune remains until the end of your next turn. If you spend 2 actions to Trace a Rune, you draw the rune in the air and it appears on a target within 30 feet. You can have any number of runes applied in this way. Invoking Runes
Invoke Rune (one action)
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. Any rune that doesn’t have a specific tradition trait can be written in the style of one of the four magical traditions to give it that trait if you are trained in that tradition’s skill (for instance, you could create an arcane pluuna, rune of illumination if you were trained in Arcana). Any runes that require a saving throw use your runesmith class DC.
Though runes aren’t spells, some things that affect spells also affect runes. Abilities that restrict you from casting spells (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 a rune’s effects. Any rune you use is the same level you are. 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 at which 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 Crafter: 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 gain 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 so do not need a formula book to record the formula of any runes you learn how to create. Smith's Weapon Expertise: 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 Runes: Your expertise in magical scripting lends further power to your runic magic. Your proficiency rank for runesmith class DC increases to expert. Reflex Expertise: You’ve developed a knack for dodging danger. Your proficiency rank for Reflex saves increases to expert. Runic Optimization: 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 Crafter: 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 astray. When you roll a check to Craft a magic item in downtime (Player Core) and that item is a permanent rune, you get the outcome one degree of success better than the result of your Crafting check. Smith's Endurance: 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 Expertise: You’ve learned to better defend yourself against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert. Perception Expertise: You remain alert to threats around you. Your proficiency rank for Perception increases to expert. Smith's Weapon Mastery: You fully understand your weapons. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to master. HERITAGE BACKGROUND Your life truly began after your first kill. Maybe you killed in self-defense, maybe it was a crime of passion, or maybe it was just an accident and you were a kid in the wrong place at the wrong time. In the end, the why doesn't matter. You got away with it. And then you found that maybe it didn't bother you as much as it should have. And maybe, just maybe, you had a talent you could use to forge a life for yourself. A blood-soaked talent and a blood-soaked life, sure. But it's yours. Choose two attribute boosts. One must be to Strength or Dexterity, and one is a free attribute boost. You're trained in the Stealth skill, and the Underworld Lore skill. You gain the Terrain Stalker skill feat, choosing a terrain appropriate for where you make your kills. FEATS Ancestry Feats: 1st: Natural Ambition 5th: Clever Improviser 9th: Shory Aeromancy 13th: Bounce Back Class Feats: 1st: Engraving Strike (one-action) Frequency once per round Requirements You are wielding a melee weapon. You draw a rune onto the surface of your weapon in reverse, the mark branding or bruising itself into your target in the moment of impact. Make a melee strike with the weapon. On a success, you Trace a Rune onto the target of the Strike. 2nd: Fortifying Knock (one-action) Frequency once per round Requirements You are wielding a shield. Your shield is a natural canvas for your art. In one motion, you Raise a Shield and Trace a Rune on your shield. 4th: Ghostly Resonance: Your runes can not only draw power from the world of the spirits, but they can let even the most mundane objects harm spiritual beings as well. You can choose to grant any creature or item bearing one of your divine or occult runes the benefits of a ghost touch rune for as long as they are bearing your rune. 6th: Runic Reprisal: When you raise your shield, you bury a runic trap into it, to be set off by the clash of an enemy weapon. When you use Fortifying Knock, you can trace a damaging rune on your shield, even if it could not normally be applied to a shield. The traced rune doesn’t have its normal effect, instead fading into your shield. If you Shield Block with the shield against an adjacent target, you can Invoke the Rune as part of the reaction, causing the rune to detonate outwards and apply its invocation effect to the attacking creature. 8th: Drawn in Red: Requirements Your last action was a successful melee Strike that dealt physical damage. After striking the target, you run a brush or finger along your weapon to collect a bit of its blood. For the next minute, when you Trace a Rune and the target is that creature, you can do so at a range of 60 feet as a single action. Using Drawn in Red against a different creature requires you to wipe off or otherwise discard the blood used for the previous creature, which you can do as a free action. 10th: Clashing Composite Invocation (two-actions)
As you invoke runes from disparate traditions of magic, their diametrically opposed effects repel each other in a destructive backlash. You invoke two runes of your choice on a single creature, which must be from opposed traditions of magic; either 1 arcane and 1 divine rune, or 1 occult and 1 primal rune. In addition to the runes’ normal effects, the target must also attempt a Fortitude saving throw as destructive magical harmonics clash in their body. Success The target is sickened 1, but if they take an action to steady themself, the sickened condition ends immediately. Failure The target is sickened 1. Critical Failure The target is sickened 2. 12th: Distant Invocation: Your connection to your runes stretches over even greater distances. You add 30 feet to the range of any of your invocation abilities (typically increasing the range from 30 to 60 feet). 14th: Dance of Bloody Ink (three actions) As you lash out, your weapon is your brush, wounds forming words of power in your target’s flesh. You Invoke a Rune on a melee weapon you are wielding and Strike with the weapon. On a hit, you can Step and Strike again with the same weapon. If the second Strike hits, you Trace a Rune onto the target of the Strike. Both attacks counts toward your multiple attack penalty, but you do not increase your penalty until you have made all your attacks. General Feats: Shield Block 3rd: Toughness 7th: 11th: 14th: Skill Feats: Background: Terrain Stalker 2nd: 4th: 6th: 8th: 10th: 12th: 14th: SKILLS
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