Asweya Stiyo

Raneshi Glyph's page

2 posts. Alias of ChesterCopperpot (RPG Superstar 2015 Top 32, Contributor).


Full Name

Raneshi Glyph

Race

HP 118/118 | AC 29/31 | F +18 (Juggernaut) R +19 W +19 (+2 when shielded) | Perc +19 (+21 ini) LLV |

Classes/Levels

speed 30 ft | focus 1/1| Hero 1 | Active Conditions:

Gender

female aiuvarin human runesmith 11

About Raneshi Glyph

Raneshi Glyph
Elf, Human, Humanoid
Half Elf Runesmith 11
Background: Portal Scholar
Perception (E) +19, low-light vision
Speed 30 feet
Languages Common, Elven, Fey, Mwangi, Chthonian, Empyrean
Defenses
AC 29 (11+2 T+4 DEX +2 Item)/31 (+2 AC/+2 saves, H12, HP96, BT48)
Fort (M+) +18 (Juggernaut), Ref (E) +19, Will (E) +19
HP 118

Skills
Acrobatics (T) +18, Arcana (T)+18, Athletics (T) +15, Crafting (M) +24, Deception +13 (T), Diplomacy (T) +13, Intimidation +0, Lore: Demon (M) +22, Lore: Architecture (T) +18, Medicine +17 (T), Nature (T) +17, Occultism (T) +18, Performance +0, Religion (T) +17, Society (M) +22 , Stealth +18 (T), Survival +17 (T), Thievery (E) +19

Statistics
Str +2, Dex +4, Con +1, Int +5, Wis +4, Cha +0

Items (10th: 1, 9th: 2, 8th: 1, 7th: 2 500 gp; 3,200 gp)
adventurer's pack, Emblazoned (reinforced) adamantine shield (8), tradecraft tattoo (9), +2 striking shortsword (10), +1 striking composite longbow (100gp) cold iron chunk, silver chunk, +1 leaf weave armor (160 gp) ; cloak of illusions (7), arboreal boots (9), spacious pouch II (7), cold iron mace (44gp), silver dagger (44gp)

Reactions
Shield Block

Melee (E)
+2 striking shortsword +23 (agile, finesse, versatile P), Damage 2d6+1+2 (+2 vs demons) (P)
Dagger +21 (agile, finesse, thrown 10 ft., versatile P) Damage 1d4+1 (S)

Ranged
+1 striking composite longbow +22 (Propulsive), Damage 1d8 (P)

Divine Prepared Spells (T) DC 27, +17; Cantrips (6th) needle darts, sigil

Divine Focus Spells (T) DC 27, +17: charged javelin (6d6, 6 persistent)

Runic Repertoire (E) DC 30
Runes (9)
1 ESVADIR, RUNE OF WHETSTONES
2 HOLTRIK, RUNE OF DWARVEN RAMPARTS
3 RANSHU, RUNE OF THUNDER
4 ATRYL, RUNE OF FIRE
5 ZOHK, RUNE OF HOMECOMING
6 ICHELSU, RUNE OF OBSERVATION
7 JURROZ, RUNE OF DRAGON FURY
8 KOJASTRI, RUNE OF INSULATION
9 TROLISTRI, RUNE OF FORLORN SORROW
Etched Runes (4)
1 Holtrik (self)
2 Esvadir (self)
3 Kojastri (self, electricity)
4

Runes:

ATRYL, RUNE OF FIRE RUNE 1
FIRE PRIMAL RUNE RUNESMITH
Usage drawn on a creature or object
This rune is often placed on a stone in a hearth to ensure
a fire does not go out in the night, its power enabling even
stone to burn. The bearer’s fire resistance, if any, is reduced
by 6. Its immunities are unaffected.
Invocation The bearer takes 2d6 fire damage, with a basic
Fortitude save; on a critical failure, they are dazzled for
1 round.
Level (+2) The reduction in fire resistance increases by 1, and the damage of the invocation increases by 2d6. (11, 12d6)

ESVADIR, RUNE OF WHETSTONES RUNE 1
MAGICAL RUNE RUNESMITH
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. (4 bleed, 12d6)

HOLTRIK, RUNE OF DWARVEN RAMPARTS RUNE 1
DWARF MAGICAL RUNE RUNESMITH
Usage drawn on a shield
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.

RANSHU, RUNE OF THUNDER RUNE 1
ELECTRICITY PRIMAL RUNE RUNESMITH
Usage drawn on a creature or object
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. (1d4+5, 10d6)

ZOHK, RUNE OF HOMECOMING RUNE 1 ARCANE RUNE RUNESMITH Usage drawn on a creature This circular mark is meant to allow travelers to always find their way home. The target gains a +15-foot status bonus to their Speeds, but only when their movement would end closer to you than they started their turn. Invocation (teleportation) You call the rune-bearer to your side. You teleport the target to any unoccupied square

ICHELSU, RUNE OF OBSERVATION RUNE 9 OCCULT RUNE RUNESMITH Usage drawn on a creature 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 FURY RUNE 9 DRAGON MAGICAL RUNE RUNESMITH Usage etched onto a creature or armor 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 runebearer’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.

KOJASTRI, RUNE OF INSULATION RUNE 9 ARCANE RUNE RUNESMITH Usage drawn on armor This rune insulates from harmful energy of all kinds. The creature wearing the armor gains resistance 5 to your choice of cold, electricity, or fire, and any creature that touches them or damages them with an unarmed attack or non-reach melee weapon takes 2d6 damage. The rune has the trait of the energy type chosen and deals damage of that type.
Invocation Any creature that has the armor’s wearer engulfed, grabbed, restrained, or swallowed whole takes 4d6 damage with a basic Reflex save against your class DC. On a failure, it also releases the armor’s wearer.
Level (+4) The resistance increases by 5, and the damage increases by 1d6, or 2d6 for the invocation

TROLISTRI, RUNE OF FORLORN SORROW RUNE 9
ARCANE ELF EMOTION MENTAL RUNE RUNESMITH
Usage etched onto armor or a creature
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

Actions:

INVOKE RUNE [one-action] INVOCATION MAGICAL RUNESMITH You utter the name of one or more of your runes within 30 feet. The rune blazes with power, applying the effect in its Invocation entry. The rune then fades away, its task completed. You can invoke any number of runes with a single Invoke Rune action, but creatures that would be affected by multiple copies of the same specific rune are affected only once, as normal for duplicate effects.
TRACE RUNE [one-action] OR [two-actions] CONCENTRATE MAGICAL MANIPULATE RUNESMITH Requirements You have a hand free or are holding 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 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.

RESTORATIVE TELEPORTATION [reaction] HEALING Frequency once per minute Trigger You arrive at a location via a teleportation effect Effect When you reappear after the teleportation, your body takes advantage of the teleportation to put itself back together in a healthier state, and you restore a number of Hit Points equal to 1d6 plus your level plus your Intelligence modifier

Crafting Formulas
Weapon Potency
Armor Potency
Striking
Resilient
Reinforcing

Ancestry Feats
1: Demonbane Warrior
5: Elven Instincts
9: Multitalented: Champion Dedication

Class Feats
1: Engraving Strike
2: Fortifying Knock
4: Ghostly Resonance
6: Runic Reprisal
8: Tracing Trance
10: Back Up Runic Enhancement
12: Distant Invocation
14: Define the Canvas
16: Return Unto Runes
18: By Your Name? Rune Henge?
20: Forge New Word

Archetype Feats
2: Cleric Dedication: Lubaiko
4: Basic Dogma: Divine Domain (Lightning)
6: Adv. Dogma: Emblazon Armament
8: Adv. Devotion: Raise Symbol
10: Devout Blessing: Divine Armament (shield)
12: Basic Devotion: Oath of the Defender
14:
18:
20:

General Feats
1: Shield Block
3: Canny Acumen: Perception
7: Toughness
11: Keen Follower

Skill Feats
B: Arcane Sense, Courtly Graces
2: Additional Lore: Demon Lore
4: Quick Repair
6: Rapid Affixture
8: Dirty Trick
10: Streetwise

Skill Increases
3: Crafting
5: Thievery
7: Crafting
9: Society
11: Society

Feats:

ENGRAVING STRIKE [one-action] FEAT 1 RUNESMITH 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

FORTIFYING KNOCK [one-action] FEAT 2 RUNESMITH 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.

BACKUP RUNIC ENHANCEMENT FEAT 1 RUNESMITH While you are not a spellcaster, you have a working knowledge of the most fundamental of runic magic. You can cast the sigil cantrip as an innate spell at will. Once per day, you can cast your choice of either runic body or runic weapon as an innate spell. The rank of these spells is equal to half your level, rounded up, and the tradition can be any tradition for which you are at least trained in the related skill.

GHOSTLY RESONANCE FEAT 4
RUNESMITH
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.

RUNIC REPRISAL FEAT 6 INVOCATION RUNESMITH Prerequisites Fortifying Knock 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.

TRACING TRANCE [free-action] FEAT 6 RUNESMITH Trigger Your turn begins. Your hands flow unbidden, tracing runes as if by purest instinct. You become quickened until the end of your turn and can use the extra action only to Trace Runes, including to supply 1 action if using the 2-action version of Trace Rune. Absorbed in the act of creation, you can’t use any invocation actions this turn.

OATH OF THE DEFENDER FEAT 2
CHAMPION OATH
During your daily preparations, you can
swear an oath to defend against a certain
kind of enemy during your deeds that day.
Choose aberrations, celestials, dragons,
fiends, or undead. You can’t choose celestials
if you’re holy, nor can you choose fiends if you’re
unholy. You gain an edict to defend against creatures of
that kind.
Allies in your champion’s aura, not including you,
get resistance 2 to damage dealt by creatures with the
chosen trait. If such a creature deals more than one damage
type at once, apply this resistance only to the highest
amount of damage. The resistance increases to 3 at 7th
level, 4 at 12th level, and 5 at 17th level. If a creature with
the chosen trait triggers your champion’s reaction and your
champion’s reaction grants resistance against the triggering
damage, the resistance increases by 5.

Other Specials:
Runic Optimization 7th 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 9th 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 236) and that item is a permanent rune, you get the outcome one degree of success better than the result of your Crafting check

Background:

PORTAL SCHOLAR BACKGROUND Candlaron’s legacy is one of the strongest elven legacies on Golarion and beyond, for it was he who first created the aiudara—the network of magical portals that link Kyonin to Castrovel and so many other locations across Golarion. Most of these portals are located in the Inner Sea region, where Candlaron spent the majority of his time. Now that he’s long gone, the particulars of how to create new aiudara has eluded discovery, causing some elven scholars to believe that there was something unique to Candlaron’s mind or soul that allowed for his ability to craft and enchant so many portals throughout different regions and worlds. Even Treerazer himself hasn’t cracked that magical code, although not for lack of trying. At least one aiudara, the remote archway known now as Tanglegate, lies deep in his territory. As one of countless scholars of these portals, you’ve spent much of your time studying Candlaron’s techniques, as well as the complex fundamentals of a wide range of teleportation magics and effects. Whether you seek to find a way to build portals of your own, hope to bolster the aiudara network from further tampering from Treerazer, or are simply enthralled by the supernatural rush of vanishing from reality only to reappear in the same instant somewhere else, portals have long fascinated you.
Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. You’re trained in the Arcana skill and the Architecture Lore skill. You gain the Arcane Sense skill feat, and also gain the following reaction

RESTORATIVE TELEPORTATION [reaction] HEALING Frequency once per minute Trigger You arrive at a location via a teleportation effect Effect When you reappear after the teleportation, your body takes advantage of the teleportation to put itself back together in a healthier state, and you restore a number of Hit Points equal to 1d6 plus your level plus your Intelligence modifier

Symbols