TEXT: 1
  Josh McCrowell
  Legendary Classes
  Rune Magic
  
  2
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game  and Ultimate 
  Magic from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder 
  Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Legendary Classes: Rune Magic is copyright 2013; Purple Duck Games.
  Credits
  Author: Josh McCrowell
  Additional Writing: Perry Fehr, 
  Mark Gedak
  Editing: Perry Fehr, Mark Gedak
  Cover Design: Mark Gedak
  Cover Image: Mark Gedak
  Porphyra Logo: Michael Scotta
  Interior Art: Gary Dupuis, Tamas 
  Baranya
  Layout: Mark Gedak
  Publisher: Purple Duck Games
  Table of Contents
  The Runecaster  
   
   
  3
     Ancient Lore  
   
   
  6
     Runecaster Word List 
   
  11
     Sample Character  
   
  12
     Feats 
   
   
   
   
  12
     Favored Class Bonuses 
   
  13
  The Runereaper  
   
   
  15
     Bloodrunes 
   
   
   
  18
     Sample Character  
   
  20
     Feats 
   
   
   
   
  21
     Favored Class Bonuses 
   
  21
  Legendary Classes:
  Rune Magic
  
  3
  Introduction
  There is a place on the world of Porphyra called
  the Theater of Arrival, though no plays are found
  there. What is found there is a ring of twenty-seven
  stones, all an odd maroon color. The stones lie
  in a field of glass, as if some great heat, light or
  pressure had been brought to bear on it. Though no
  play is performed here, there is art, of a sort. Each
  of the stones bears several images; three, in fact,
  two of which are the same on every stone, and one
  different. The similar images bookend the different
  on each stone, and appear as the engraving of a tall,
  thin humanoid with pointed ears, and a muscular
  humanoid with tusk-like fangs and fierce demeanor.
  It is said that if you look at the images long enough,
  in that wind-swept place, they start to look more
  and more like each other. The central image of each
  stone is unique. It is here that the elven runecasters and 
  orcish runereapers triggered The Calling and irrevocably 
  changed the face of Porphyra.
  Runecaster
  Runecasting is an archaic arcane tradition practiced by 
  elves in Porphyra’s antiquity. When the elementals of 
  old still ruled the young, godless world, elves would 
  etch protective symbols on the borders of their holdfasts 
  and mark themselves with defensive sigils. They would 
  commune with their ancestors for aid, tapping into a 
  savage collective unconscious. They would throw their 
  voices away in trade for powerful spells. They would 
  master the runes. 
     Each rune is a symbol laden with intent and meaning. 
  Runes are, when inscribed correctly, full of eldritch 
  energies. When placed together, the runes form magic 
  words that bend and break the world. Only runes can 
  express and contain the power of wordspells. 
     Even as a wizard’s magic words can shape the world 
  around them when properly spoken, a rune must be 
  properly inscribed to have any effect. It is only a child 
  or a fool who thinks that they can properly inscribe a 
  rune if only they can physically replicate the basic shape. 
  Committing those powerful symbols to permanence 
  without proper focus, without knowing the correct 
  strokes, or without using the appropriate tools is certain 
  disaster. 
     It was with runes that the Calling was brought about. 
  At the Theater of Arrival, there was a great undertaking 
  - a collaboration between the elven runecasters and the 
  orcish runereapers - that drew the gods from Beyond 
  Porphyra to end the tyranny of the elementals. 
     Today, there are still isolated places in Porphyra 
  where the old ways are honored. The elves have taught 
  their craft to those newcomers who would listen and, 
  while not widespread, the power of runecasting is no 
  longer merely the purview of the elven folk. Runes 
  and wordspells are sometimes viewed as a primitive, 
  unrefined magic by arcanists, but those same arcanists 
  will also begrudgingly admit that runes contain a savage 
  power. That raw, pure power is precisely what attracts 
  runecasters to this form of magic - it is a way to wield 
  the power of Porphyra itself. 
     Runecasters utilize the words of power mechanic from 
  Ultimate Magic exclusively, eschewing more traditional 
  spellcraft in favor of this primitive and powerful magical 
  tradition.
   
  Note: The runecaster is a variant class for the Alchemist 
  base class. 
  Role: The runecaster is versatile above all else. Using 
  wordspells, he can conjure a variety of effects. Using 
  fleshrunes, he can participate in melee or ranged combat 
  as it suits. Using wards, he can tactically control the 
  battlefield and protect his allies. Versatility will allow the 
  runecaster to play many different roles within the party 
  and fulfill many different functions. 
   
  Alignment: Any. 
   
  Hit Die: d8. 
   
  Starting Wealth: 3d6 × 10 gp (average 105gp.) In 
  addition, each character begins play with an outfit worth 
  10 gp or less. 
  Class Skills
  The runecaster’s class skills are Appraise (Int), Craft 
  (any) (Int), Disable Device (Dex), Fly (Dex), Heal 
  (Wis), Knowledge (arcana) (Int), Knowledge (history), 
  Knowledge (nature) (Int), Linguistics (Int), Perception 
  (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis), 
  Use Magic Device (Cha). 
   
  Skill Ranks per Level: 4 + Int modifier. 
  
  4
  Table 1-1: The Runecaster
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1st
  +0
  +2
  +2
  +0
  Voiceless, Words of Power, Fleshrunes, Ward 1d6
  2nd
  +1
  +3
  +3
  +0
  Ancient Lore, Runewise, Scribe Scroll
  3rd
  +2
  +3
  +3
  +1
  Ward 2d6, Lore of Legends
  4th
  +3
  +4
  +4
  +1
  Ancient Lore
  5th
  +3
  +4
  +4
  +1
  Ward 3d6
  6th
  +4
  +5
  +5
  +2
  Ancient Lore, Decipher Scroll
  7th
  +5
  +5
  +5
  +2
  Ward 4d6
  8th
  +6/+1
  +6
  +6
  +2
  Ancient Lore
  9th
  +6/+1
  +6
  +6
  +3
  Ward 5d6
  10th
  +7/+2
  +7
  +7
  +3
  Ancient Lore
  11th
  +8/+3
  +7
  +7
  +3
  Ward 6d6
  12th
  +9/+4
  +8
  +8
  +4
  Ancient Lore
  13th
  +9/+4
  +8
  +8
  +4
  Ward 7d6
  14th
  +10/+5
  +9
  +9
  +4
  Ancient Lore, Powerful Fleshrunes
  15th
  +11/+6/+1
  +9
  +9
  +5
  Ward 8d6
  16th
  +12/+7/+2
  +10
  +10
  +5
  Ancient Lore
  17th
  +12/+7/+2
  +10
  +10
  +5
  Ward 9d6
  18th
  +13/+8/+3
  +11
  +11
  +6
  Ancient Lore, Scroll Savant
  19th
  +14/+9/+4
  +11
  +11
  +6
  Ward 10d6
  20th
  +15/+10/+5 +12
  +12
  +6
  Ancient Secret
   
  The following are class features of the runecaster. 
   
  Weapon and Armor Proficiency: Runecasters are 
  proficient with all simple weapons. They are also 
  proficient with light armor, but not with shields. 
   
  Voiceless (Su): The runecaster sacrifices his voice 
  for his magic. At 1st level, the runecaster loses the 
  ability to speak, scream, whisper, or make any vocal 
  utterance. Whenever the runecaster would speak, it 
  instead manifests as glowing script that hangs in the air 
  around the runecaster’s head for a few moments before 
  vanishing. 
     If the runecaster is attempting to make “louder 
  sounds” (as if he were shouting), the script appears 
  larger and glows more noticeably. If the runecaster is 
  attempting to make “softer sounds” (as if whispering), 
  the script appears smaller and fades quickly. 
     The script glows and can be seen in the dark, though it 
  cannot illuminate anything around it. 
     The script manifests as the normal written form of the 
  language the runecaster is speaking. If the language has 
  no written form, it manifests using the Old Porphyran 
  alphabet. 
     Though voiceless, a runecaster can still cast wordspells 
  with the vocal component. Their utterance is seen in 
  a soundless cloud of powerful runes. They are able to 
  use command word magic items, trigger speech-based 
  puzzles and traps, and their singing would appear 
  as a series of floating runes. They cannot, however, 
  communicate their meaning to the illiterate.
   
  Words of Power: Runecasters may utter words of 
  power. A runecaster can speak only a certain number of 
  words of power of each level per day before his throat 
  is raw with the effort. His base daily word allotment is 
  given on the Wordspells per Day table (see page 5). In 
  addition, he receives bonus words per day if he has a 
  high Intelligence score (see Table: Ability Modifiers and 
  Bonus Spells in the Pathfinder Roleplaying Game Core 
  Rulebook). 
     A runecaster begins play with knowledge of all target 
  words (including those they cannot yet use due to level 
  restrictions) as well as the boost meta word. Additionally,  
  the runecaster begins play knowing a number of 1st 
  level effects or meta words equal to 2 + the runecaster’s 
  
  5
  Wordspells Per Day
  Level
  1st 
  2nd 3rd 4th 5th 6th 
  1st
  1
  -
  -
  -
  -
  -
  2nd
  2
  -
  -
  -
  -
  -
  3rd
  3
  -
  -
  -
  -
  -
  4th
  3
  1
  -
  -
  -
  -
  5th
  4
  2
  -
  -
  -
  -
  6th
  4
  3
  -
  -
  -
  -
  7th
  4
  3
  1
  -
  -
  -
  8th
  4
  4
  2
  -
  -
  -
  9th
  5
  4
  3
  -
  -
  -
  10th
  5
  4
  3
  1
  -
  -
  11th
  5
  4
  4
  2
  -
  -
  12th
  5
  5
  4
  3
  -
  -
  13th
  5
  5
  4
  3
  1
  -
  14th
  5
  5
  4
  4
  2
  -
  15th
  5
  5
  5
  4
  3
  -
  16th
  5
  5
  5
  4
  3
  1
  17th
  5
  5
  5
  4
  4
  2
  18th
  5
  5
  5
  5
  4
  3
  19th
  5
  5
  5
  5
  5
  4
  20th
  5
  5
  5
  5
  5
  5
  Intelligence modifier. Whenever she gains another level 
  of runecaster, she adds one new effect or meta word to 
  their formula book. She may learn new words as normal, 
  adding them to her formula book for the same time and 
  cost as it would take to add a spell of the same level. 
  Runecasters draw their wordspells from the runecaster 
  list (see page 11).
      
  Fleshrunes (Su): At 1st level, a runecaster learns how to 
  draw runes onto his own skin. These fleshrunes channel 
  primal power to increase his physical prowess at the cost 
  of his personality. It takes 1 hour to paint a particular 
  rune onto himself, and once painted, it remains potent 
  until used. A runecaster can only maintain one fleshrune 
  at a time—if he paints a second fleshrune, any existing 
  fleshrunes become inert. A non-runecaster cannot 
  benefit from fleshrunes, though one runecaster may 
  inscribe a fleshrune that he knows on another runecaster 
  (though he can still only maintain one fleshrune at a 
  time). The effects of a fleshrune do not stack. Whenever 
  a runecaster is inscribed with a fleshrune, the effects of 
  any previous fleshrune immediately end. 
     When a runecaster paints a fleshrune, he selects 
  one physical ability score— Strength, Dexterity, 
  or Constitution. It’s a standard action to activate a 
  fleshrune. Upon activation, the fleshrune causes the 
  runecaster to grow savage and more bestial, granting him 
  a +2 natural armor bonus and a +4 enhancement bonus 
  to the selected ability score for 10 minutes per runecaster 
  level. In addition, while the fleshrune is in effect, the 
  runecaster takes a –2 penalty to one of his mental ability 
  scores. If the fleshrune enhances his Strength, it applies 
  a penalty to his Intelligence. If it enhances his Dexterity, 
  it applies a penalty to his Wisdom. If it enhances his 
  Constitution, it applies a penalty to his Charisma. 
   
  Wards (Su): A runecaster’s ancient task was to ensure the 
  safety of his holdfast. To serve this end, he has learned 
  how to paint symbols that will protect his hoard and 
  his home. A runecaster prepare a number of wards per 
  day equal to his class level + his Intelligence modifier. 
  A runecaster may paint a ward as a full-round action 
  that provokes an attack of opportunity. A runecaster 
  can make appropriate paint for wards from scavenged 
  berries, herbs and his own blood for a negligible cost.
     A ward may be placed on either an item or a surface. 
  Wards on items will trigger when they are picked up or 
  handled. Wards on surfaces will trigger when a creature 
  passes within 5 feet of them. When a ward is triggered, it 
  will explode with a 5 foot radius burst, inflicting 
  1d6 points of fire damage + additional damage equal 
  to the runecaster’s Intelligence modifier. The damage 
  of a runecaster’s ward increases by 1d6 points at every 
  odd-numbered runecaster level. Those caught in the 
  explosion can attempt a Reflex save for half damage. The 
  DC of this save is equal to 10 + 1/2 the runecaster’s level 
  + the runecaster’s Intelligence modifier.
     The rune is invisible, but is visible under a detect 
  magic spell, and lasts a number of minutes equal to your 
  runecaster level or until discharged. If a ward’s duration 
  expires without being discharged, the runecaster regains 
  the use of that ward. You cannot create a ward in a space 
  occupied by another creature. This rune counts as a 
  wordspell of the runecaster’s maximum wordspell level 
  for the purposes of dispelling. 
     Characters with trapfinding can detect wards with 
  a Perception check DC 20 + the number of ancient 
  lore possessed that include the word ward. A ward can 
  be disabled with a similar Disable Device check and 
  2d4 rounds or work or suppressed by a similar Disable 
  Device check for 1d4+1 round provided the suppressor 
  has a number of Use Magic Device ranks equal to the 
  wordspell level of the ward. 
  
  6
  Ancient Lore (Su): At 2nd level, and then again every 
  2 levels thereafter (up to 18th level), a runecaster 
  rediscovers a lore known by the runecasters of old (See 
  pages 6-11 for lore options). Unless otherwise noted, a 
  runecaster cannot select an individual lore more than 
  once. Some lore can only be learned if the runecaster has 
  met certain prerequisites first. Ancient Lore that modify 
  wards that are marked with an asterisk (*) do not stack. 
  Only one such lore can be applied to an individual ward. 
  The DC of any saving throw called for by an Ancient 
  Lore is equal to 10 + ½ the runecaster’s level + the 
  runecaster’s Intelligence modifier.  
   
  Runewise (Ex): At 2nd level, a runecaster can locate 
  glyphs of warding, symbols, and similar magical spell traps 
  that utilize writing as if he were a rogue. He can use 
  Perception or Knowledge (arcana) to notice such traps, 
  and can use Disable Device or Spellcraft to disable these 
  types of traps. 
   
  Scribe Scroll (Ex): At 2nd level, a runecaster gains 
  Scribe Scroll as a bonus feat. The runecaster creates 
  scrolls with the same cost as a Bard. 
   
  Lore of Legends (Ex): The runecaster can read the 
  descriptive runes on the hilts and blades of ancient 
  swords and know their name.  At 3rd level, a runecaster 
  adds ½ his level to Spellcraft skill checks to identify 
  the properties of legendary item. Additionally, he 
  counts as one level higher for the purposes of unlocking 
  a legendary item’s powers. For example, a 4th level 
  runecaster counts as a 5HD creature for the purposes of 
  unlocking the 5th level powers of a legendary item the 
  runecaster owns. (See Legendary I: Legendary Blades for 
  more information on legendary items). 
   
  Decipher Scroll (Ex): At 6th level, a runecaster can 
  automatically discern the contents of a magic scroll, as 
  if he were using read magic. He gains an insight bonus 
  equal to his ½ his runecaster level on Use Magic Device 
  checks made to cast spells from scrolls. 
   
  Powerful Fleshrunes (Su): At 14th level, the effects of 
  fleshrunes last for 1 hour per level. 
   
  Scroll Savant (Ex): At 18th level, a runecaster can 
  remove a scroll from his pack as a swift action that does 
  not provoke an attack of opportunity. Furthermore, he 
  gains a +4 bonus on his concentration checks to cast 
  defensively from scrolls. 
  Ancient Secrets (Su): At 20th level, the runecaster 
  uncovers an ancient secret. He immediately learns two 
  normal forms of Ancient Lore, but also learns an Ancient 
  Secret chosen from the list (see pages 8,11), representing 
  a truly astounding power from the ancient past. 
  Ancient Lore
  The following lore may be selected by any runecaster 
  who has an open lore slot and meets any prerequisites 
  listed in the description.
     Acid Ward: When the runecaster creates a ward, he can 
  choose to have it inflict acid damage. Creatures damaged 
  by the explosion from an acid ward take an additional 
  1d6 points of acid damage 1 round later. 
     Attunement: You may scribe your wards in such a 
  way that they ignore a creature of a particular type that 
  passes within 5 ft. of them. Select one of the following 
  creature types; those creatures will never activate your 
  ward:  aberrations, animals, constructs, dragons, fey, 
  humanoid, magical beasts, monstrous humanoids, oozes, 
  outsiders, plants, undead, vermin. A runecaster must be 
  at least 4th level to select this lore.
     Blinding Ward: When the runecaster creates a ward, he 
  can cause it to explode very brightly. Creatures within 
  the blast area of the ward are blinded for 1 minute unless 
  they succeed at a Fortitude save. Creatures within 5 ft. 
  of the blast area are dazzled for 1 round. This is a light 
  effect.  A runecaster must be at least 8th level to select 
  this lore.
     Concussive Ward: When the runecaster creates a ward, 
  he can choose to have it inflict sonic damage. Concussive 
  wards deal 1d4 points of sonic damage plus Intelligence 
  modifier, plus 1d4 points of sonic damage for every 
  odd-numbered level, instead of 1d6. Creatures that 
  take a direct hit from a concussive ward are deafened 
  for 1 minute unless they succeed at a Fortitude save.  A 
  runecaster must be at least 6th level to select this lore.
     Confusing Ward: The runecaster’s wards twist the 
  target’s perception of friend and foe. A creature that 
  takes damage from a confusion ward is under the effect 
  of a confusion spell for 1 round per runecaster level. 
  Reduce the amount of normal damage dealt by the 
  ward by 2d6 (so a ward that would normally deal 6d6+4 
  points of damage deals 4d6+4 points of damage instead).  
  A runecaster must be at least 8th level to select this lore.
     Counterspeaker: The runecaster gains a +4 bonus to his 
  counterspelling check to counter a wordspell.
  
  7
  Ancient Lore
  Prerequisites
  Benefits
  Acid Ward*
  -
  Deal acid damage with your wards
  Attunement
  Runecaster 4
  Only creatures of a particular type activate your ward
  Blinding Ward*
  Runecaster 8
  Blind enemies with your ward
  Concussive Ward*
  Runecaster 6
  Deal sonic damage with your wards
  Confusion Ward*
  Runecaster 8
  Cause confusion with your wards
  Counterspeaker
  -
  Gain +4 bonus to counterspelling wordspells
  Delayed Ward
  Runecaster 8
  You can choose to delay the explosion of your wards
  Dispelling Ward
  Runecaster 6
  Dispel magic with your wards
  Enhance Scroll
  -
  Cause wordspell scrolls to be more powerful
  Eternal Words
  Runecaster 16, extend 
  scroll
  Cause a wordspell scroll of 3rd level or lower to 
  become permanent
  Exclusion
  Runecaster 4
  Creatures of a certain type never activate your ward
  Explosive Ward*
  -
  Your wards gain an increased area of effect
  Extend Scroll
  -
  Potions you drink last longer
  Feral Dance
  -
  Gain two claw attacks and a bite attack
  Flight (Su)
  Runecaster 6
  Gain the ability to fly
  Force Ward*
  Runecaster 8
  Deal force damage with your wards
  Frost Ward*
  -
  Deal cold damage with your wards
  Grand Fleshrune
  Runecaster 16, greater 
  fleshrune
  Increase physical scores and decrease mental scores
  Grand Thoughtrune (Su)
  Runecaster 16, greater 
  thoughtrune
  Increase mental scores and decrease physical scores
  Greater Attunement
  Runecaster 8, attunement
  Only creatures of a particular sub-type activate your 
  ward
  Greater Fleshrune
  Runecaster 12
  Increase physical scores and decrease mental scores
  Greater Exclusion
  Runecaster 8, exclusion
  Creatures of a certain sub-type never activate your 
  ward
  Greater Thoughtrune 
  (Su)
  Runecaster 12, 
  thoughtrune
  Increase mental scores and decrease physical scores
  Guardian Fleshrunes 
  (Ex)
  -
  Sneak attacks and critical hits are less likely to do 
  damage
  Harmonize Legendary 
  Item
  Runecaster 6
  May ignore the prerequisites for one legendary item
  Healing Touch (Ex)
  Runecaster 6, quick 
  healing
  Heal other creatures with a touch
  Lingering Spirit (Ex)
  Runecaster 4
  You can take more damage before being killed
  Madness Ward
  Runecaster 12
  Deal Wisdom damage with your wards
  Password
  -
  Your wards may be bypassed with a password
  Quick Healing (Ex)
  -
  You can heal more rapidly
  Reincarnation (Su)
  Runecaster 6
  You are able to reincarnate yourself when killed
  Runeforger
  -
  Gain an Item Creation Feat
  Scent (Ex)
  -
  Gain the scent ability while fleshrunes are active
  Shock Ward*
  -
  Deal electricity damage with your wards
  
  8
  Siege Ward*
  Runecaster 12, exclusion 
  ward
  Destroy siege weapons with your ward
  Sunlight Ward*
  Runecaster 10, blinding 
  ward
  Create a bright sunlight effect with your wards
  Suppress Ward
  Runecaster 10
  Can delay another’s ward or glyph
  Swift Scribe (Ex)
  -
  Scribe scrolls quicker and reduce casting time for 
  symbol spells
  Tanglefoot Ward*
  -
  Entangle foes with your wards
  Thoughtrune (Su)
  -
  Increase a mental score and decrease a physical score
  Ancient Secret
  Prerequisites
  Benefits
  Immortality
  Ancient Secret
  Stop aging
  Forge Artifact
  Ancient Secret
  Learn how to make a minor artifact
  Godspeak
  Ancient Secret
  You may ask the gods one question per day.
  Lifescars
  Ancient Secret
  Gain fast healing 5
  True Fleshrunes
  Ancient Secret, grand 
  fleshrunes
  Write more powerful fleshrunes
  Knowledge of the Elders
  Ancient Secret
  Gain 2 points of Intelligence
  Purple Duck Note: Ancient Lore on the following table marked with an asterisk (*) do not stack—only one such lore may 
  be applied to a single ward. 
    Delayed Ward: The runecaster can place a ward so that it 
  explodes a number of minutes after the runecaster ceases 
  contact with the ward. This delay can be any number of 
  minutes as chosen by the runecaster, up to a number of 
  minutes equal to his level. If at any point the runecaster 
  returns to the delayed ward, he can end the countdown 
  and prevent the ward’s detonation.  A runecaster must be 
  at least 8th level to select this lore.
     Dispelling Ward: When the runecaster creates a ward, 
  he can choose to have it dispel magic effects instead 
  of deal damage. Creatures that take a direct hit from 
  a dispelling ward are subject to a targeted dispel magic 
  spell, using the runecaster’s level as the caster level. 
  This cannot be used to target a specific spell effect. A 
  runecaster must be at least 6th level to select this lore. 
     Enhance Scroll: A number of times per day equal to 
  his Intelligence modifier, the runecaster can cause any 
  wordspell scroll he reads to function at a caster level 
  equal to his class level. 
     Eternal Words: The runecaster may make the duration 
  of a wordspell scroll of up to 3rd level permanent. A 
  runecaster may only make one wordspell permanent in 
  this way. When he wishes to make another wordspell 
  scroll permanent, the previously one’s effects end 
  immediately. A runecaster must be at least 16th level and 
  possess the extend scroll lore to select this lore. 
     Explosive Ward: The runecaster’s wards now have a 
  burst radius of 10 feet rather than 5 feet. Creatures 
  5 feet from the ward catch fire, taking 1d6 points of 
  fire damage each round until the fire is extinguished. 
  Extinguishing the flames is a full-round action that 
  requires a Reflex save. Rolling on the ground provides 
  the target with a +2 to the save. Dousing the target with 
  at least 2 gallons of water automatically extinguishes the 
  flames. 
     Extend Scroll: A number of times per day equal to 
  his Intelligence modifier, the runecaster can cause any 
  wordspell scroll of 3rd level or lower that does not have 
  an instantaneous duration to have twice its normal 
  duration. 
     Exclusion: You may scribe your wards in such a way 
  that they only detonate when a creature of a particular 
  type passes within 5 ft. of them. Select one of the 
  following creature types; only those sorts of creatures 
  will activate your ward:  aberrations, animals, constructs, 
  dragons, fey, humanoid, magical beasts, monstrous 
  humanoids, oozes, outsiders, plants, undead, vermin. A 
  runecaster must be at least 4th level to select this lore. 
     Feral Dance: Whenever the runecaster activates his 
  fleshrunes, an ancient totemic guardian enters him. 
  He gains two claw attacks and a bite attack. These are 
  primary attacks and are made using the runecaster’s full 
  base attack bonus. The claw attacks deal 1d6 points of 
  damage (1d4 if the runecaster is Small) and the bite 
  attack deals 1d8 points of damage (1d6 if the runecaster 
  is Small). While the fleshrunes are in effect, the 
  
  9
  runecaster gains a +2 competence bonus on Intimidate 
  skill checks. 
     Flight: By writing powerful runes on his flesh, the 
  runecaster summons spirits to buoy him into the air. 
  While his fleshrunes are active, the runecaster can fly 
  as the fly spell for a number of minutes per day equal 
  to his runecaster level. These minutes do not need to 
  be consecutive, but they must be spent in 1-minute 
  increments. A runecaster can select this lore multiple 
  times; each time he does so, he adds his caster level to 
  the number of minutes per day that he can fly. This 
  flight is an extraordinary ability. A runecaster must be at 
  least 6th level to select this lore. 
     Force Ward: When the runecaster creates a ward, he can 
  choose to have it inflict force damage. Force wards deal 
  1d4 points of force damage plus Intelligence modifier, 
  plus 1d4 points of force damage for every odd-numbered 
  level, instead of 1d6. Creatures damaged by a force ward 
  are knocked prone unless they succeed on a Reflex save. 
  A runecaster must be at least 8th level to select this lore. 
     Frost Ward: When the runecaster creates a ward, he can 
  choose to have it inflict cold damage. Creatures that take 
  damage from a frost ward are staggered on their next 
  turn unless they succeed on a Fortitude save. 
     Harmonize Legendary Item: By altering the symbols of 
  power on the legendary item, the runecaster can attune 
  to that item regardless of whether or not he meets the 
  prerequisites. He may only ignore one single legendary 
  item’s requirements at a time. A runecaster must be at 
  least 6th level to select this lore. 
     Grand Fleshrune: The runecaster’s fleshrune now grants 
  a +6 natural armor bonus, a +8 enhancement bonus to 
  one ability score (Strength, Dexterity, or Constitution), 
  a +6 enhancement bonus to a second physical ability 
  score, and a +4 enhancement bonus to a third physical 
  ability score. The runecaster takes a –2 penalty to his 
  Intelligence, Wisdom, and Charisma as long as the 
  fleshrune remain active. A runecaster must be at least 
  16th level and possess the greater fleshrune lore to select 
  this lore.  
     Grand Thoughtrune: The runecaster’s thoughtrune now 
  grants a +6 natural armor bonus, a +8 enhancement 
  bonus to one mental ability score (Intelligence, Wisdom, 
  or Charisma), a +6 enhancement bonus to a second 
  mental ability score, and a +4 enhancement bonus to 
  a third mental ability score. The runecaster takes a –2 
  penalty to his Strength, Dexterity, and Constitution 
  as long as the thoughtrune remains active, and takes 2 
  points of ability damage to each physical ability score 
  when the thoughtrune ends. A runecaster must be at 
  least 16th level and possess the greater thoughtrune lore 
  to select this lore. 
     Greater Attunement: Your wards may be written in such 
  a way so that only one particular subtype may bypass 
  your ward. Name any one creature subtype (elf, angel, 
  elemental, etc.). Only those creatures may pass your 
  ward without activating it. A runecaster must be at least 
  8th level and possess the attunement lore to select this 
  lore.
     Greater Fleshrune: The runecaster’s fleshrune now 
  grants a +4 natural armor bonus, a +6 enhancement 
  bonus to one physical ability score (Strength, Dexterity, 
  or Constitution), and a +4 enhancement bonus to a 
  second physical ability score. The runecaster takes a –2 
  penalty on both associated mental ability scores as long 
  as the fleshrune remain active. A runecaster must be at 
  least 12th level to select this lore.
     Greater Exclusion: Your wards may be more specifically 
  scribed so that only particular sub-types activate your 
  ward. Name any creature sub-type (elf, angel, elemental, 
  etc.). Only those creatures will detonate your ward. A 
  runecaster must be at least 8th level and possess the 
  exclusion lore to select this lore. 
     Greater Thoughtrune: The runecaster’s thoughtrune 
  now grants a +4 natural armor bonus, a +6 enhancement 
  bonus to one mental ability score (Intelligence, Wisdom, 
  or Charisma), and a +4 enhancement bonus to a second 
  mental ability score. The runecaster takes a –2 penalty 
  on both associated physical ability scores as long as the 
  fleshrune remains active, and takes 2 points of ability 
  damage to both associated physical ability scores when 
  the thoughtrune ends. A runecaster must be at least 12th 
  level and possess the thoughrune lore to select this lore. 
     Guardian Fleshrunes: Your fleshrunes snake over your 
  most vulnerable areas and magically protect them, 
  reducing the chance of a mortal wound. When a critical 
  hit or sneak attack is scored on the runecaster, there is a 
  25% chance that the critical hit or sneak attack is 
  negated and damage is instead rolled normally. This does 
  not stack with similar abilities that negate critical hits 
  and sneak attacks (such as fortification armor). A 
  runecaster can take this discovery up to three times; the 
  effects stack, increasing this chance to 50% and then 
  75%. 
     Healing Touch: The runecaster’s glyphs protect and 
  comfort his allies. As a standard action, he may touch a 
  creature and apply 1 round’s effect of his quick healing 
  lore to that creature; this counts toward his quick healing 
  limit for the day. The runecaster’s daily limit for hit 
  points healed by quick healing increases to 5 × his 
  
  10
  runecaster level. This ability only functions if the target 
  is the same type of creature (humanoid, undead, and so 
  on) as the runecaster. A runecaster must be at least 6th 
  level and possess the quick healing lore to select this lore. 
     Lingering Spirit: The runecaster draws words of life on 
  his flesh that allows him to linger at death’s door far 
  longer than a normal person. He treats his Constitution 
  as 10 points higher than normal for the purpose of 
  determining when hit point damage kills him (so a 
  runecaster with a Constitution of 10 and this lore dies at 
  –20 hit points instead of –10). Reducing him to 0 
  Constitution or its equivalent (from ability damage, 
  ability drain, Constitution penalties, and so on) makes 
  him unconscious and comatose, but he is only killed 
  after taking an additional 5 points of Constitution 
  damage, drain, or penalty (in effect, the runecaster must 
  be brought to –5 Constitution in order to be killed by 
  these attacks). A runecaster must be at least 4th level to 
  select this lore. 
     Madness Ward: The runecaster’s wards do more than 
  sear flesh—they sear the mind. A creature that takes 
  damage from the ward takes an additional 1d4 points of 
  Wisdom damage. Reduce the amount of normal damage 
  dealt by the ward by 2d6 (so a ward that would normally 
  deal 6d6+4 points of damage deals 4d6+4 points of 
  damage instead). The amount of Wisdom damage dealt 
  by a madness ward is reduced by 1 for each madness 
  ward that hit the target in the past 24 hours, to a 
  minimum of 1 point of Wisdom damage. A runecaster 
  must be at least 12th level to select this lore. 
     Password: The runecaster may inscribe his wards so that 
  they might be bypassed by speaking a password. You set 
  the password at the time of scribing. Though voiceless, a 
  runercaster’s ward can still recognize his “spoken” 
  password. Any who speak the password may pass by the 
  ward without the ward detonating. 
     Quick Healing: The runecaster marks himself with 
  runes of healing and luck. As a free action once per 
  round, he can heal 5 hit points as if he had the fast 
  healing ability. He can heal 5 hit points per day in this 
  manner for every 2 runecaster levels he possesses. If the 
  runecaster falls unconscious because of hit point damage 
  and he still has healing available from this ability, the 
  ability activates automatically each round until he is 
  conscious again or the ability is depleted for the day. 
     Reincarnation: You know the list of your ancestors and 
  speak the true path of your own soul into existence. 
  When you are killed, you may automatically reincarnate 
  (as the spell) 1 day later. The reincarnated runecaster 
  appears in a safe location within 1 mile of your previous 
  body. At will for the next 7 days, you can sense the 
  presence of your remains as if using locate object as a 
  spell-like ability. If you are killed during these 7 days, 
  you remain dead and do not reincarnate. The 
  reincarnation ancient lore does not function if the 
  runecaster is slain by a death effect. A runecaster with 
  this lore cannot be raised from the dead or resurrected, 
  though you can be reincarnated. A runecaster must be at 
  least 6th level to select this lore. 
     Runeforger: A runecaster that selects this lore gains a 
  bonus item creation feat. You may select this ancient lore 
  several times. 
     Scent: The runecaster summons an animal totem into 
  himself. Whenever he activates his fleshrunes, he gains 
  the Scent ability and can use this ability to locate unseen 
  foes (see Special Abilities for rules on the scent ability). 
     Shock Ward: When the runecaster creates a ward, he 
  can choose to have it inflict electricity damage. Creatures 
  that take damage from a shock ward are dazzled for 1d4 
  rounds. 
     Siege Ward: The runecaster may attune the ward to 
  activate against siege weapons. This ward may only be 
  placed on the walls of a city, town, or settlement. 
  Whenever a siege weapon (such as a battering ram or 
  scaling ladder) comes within 20 feet of the siege ward, 
  the ward explodes outward towards the foes in a 20 ft. 
  cone. This ward does damage as normal for the 
  runecaster’s level (or does another energy type, if the 
  runecaster is capable of modifying his wards in that way) 
  to all in the cone. A runecaster must be at least 12th 
  level and possess the exclusion lore to select this lore. 
     Sunlight Ward: The runecaster can scribe wards that 
  explode with a searing radiance equivalent to that of 
  sunlight and that act as blinding wards. Undead, fungi, 
  molds, oozes, slimes, and creatures to which sunlight is 
  harmful or unnatural take +2 damage per die from the 
  ward. Undead that are harmed by sunlight and that fail 
  their saves against the ward are staggered for 1 round. A 
  runecaster must be at least 10th level and possess the 
  blinding ward lore to select this lore. 
     Suppress Ward: When a runecaster makes a save against 
  a magical ward, glyph, symbol, sigil, or similar written 
  trap, as an immediate action he may attempt a Spellcraft 
  check against the same DC to delay the trap’s effects for 
  1d6 rounds. Once the delay is over, the trap has its 
  normal effect. A runecaster must be at least 10th level to 
  select this lore. 
     Swift Scribe: The runecaster may scribe up to two 
  scrolls per day, so long as the total market price of all 
  scrolls scribed that day does not exceed 1,000 gp. The 
  
  11
  runecaster reduces the casting time of all symbol spells to 
  1 minute. 
     Tanglefoot Ward: A creature that takes damage from a 
  tanglefoot ward must save against the ward’s DC or be 
  entangled and glued to the floor as if it had failed its save 
  against a tanglefoot bag. 
     Thoughtrune: The runecaster gains the ability to paint 
  runes on his body that summons an ancient spirit to 
  infuse him with wit and wisdom. As a converse to 
  fleshrunes, a thoughtrune enhances one mental ability 
  score at the expense of a physical ability score. If the 
  thoughtrune enhances his Intelligence, it applies a 
  penalty to his Strength. If it enhances his Wisdom, it 
  applies a penalty to his Dexterity. If it enhances his 
  Charisma, it applies a penalty to his Constitution. 
  Otherwise, this ability works just like the fleshrune 
  ability (including the natural armor bonus). Anytime the 
  runecaster would inscribe a fleshrune, he may instead 
  inscribe a thoughtrune. All limitations of fleshrunes 
  apply to thoughtrune as if they were the same ability - a 
  runecaster can only maintain one fleshrune or 
  thoughtrune at a time, etc. When the effect of the 
  thoughtrune ends, the runecaster takes 2 points of ability 
  damage to the ability score penalized by the 
  thoughtrune. The persistent fleshrune class ability applies 
  to thoughtrunes. 
  Ancient Secrets
  One of the following ancient secrets can be selected by a 
  runecaster that reached 20th level.
     Forge Artifact: You learn the runes of power that are 
  necessary to craft minor artifacts. Choose one minor 
  artifact. You can, with one day of work, forge this minor 
  artifact without cost. You may only create one minor 
  artifact per month in this way.
     Godspeak: You attain a fraction of the power used in 
  The Calling, and may ask one question of the gods each 
  day, whereby they will provide a yes or no answer. 
     Immortality: The elves of old, it is said, were immortal. 
  You claim this right for yourself, writing secret runes of 
  life on your heart. You no longer age and take no age 
  penalties. Any age penalties you are currently suffering 
  are removed. 
     Lifescars: The runecaster’s flesh is scored with scars 
  that form glyphs. The runes will knit together even if 
  damaged—the runecaster gains fast healing 5. 
     True Fleshrunes: The runecaster’s fleshrunes now grants 
  a +8 natural armor bonus and a +8 enhancement bonus 
  to Strength, Dexterity, and Constitution. The runecaster 
  Runecaster Word List
  Words marked by an asterisk (*) are boosted versions 
  of lower level words. A wordcaster only needs to learn 
  the base versions of a word in order to be able to cast 
  its boosted version. Descriptions of all these words are 
  found in Ultimate Magic.
  1st Level Words
  Alignment Shield (Alignment), Decipher (Language), 
  Force Shield (Armor), Fortify (Body), Friendship 
  (Command), Glide (Flight), Nature’s Calm (Animal), 
  Radiance (Illumination), Sense Alignment (Detection), 
  Servitor I (Summoning), Simple Order (Command), 
  Shock Arc (Electricity), Spook (Fear), Wrack (Pain)
  2nd Level Words
  Discordant Note (Sonic), Energy Resistance (Body), 
  Enhance Body (Body), Float (Flight), Force Bolt (Force),  
  Gloom (Illumination), Paralyze Humanoid (Binding), 
  Sense Hidden (Detection), Sense Thoughts (Detection), 
  Servitor II (Summoning), Suppress (Dispelling), Wild 
  Lure (Animal)
  3rd Level Words
  Altered Form (Change), Complex Order (Command), 
  Dimensional Hop (Teleportation), Far Sight (Divination), 
  Lightning Blast (Electricity), Servitor III (Summoning), 
  Soar (Flight), Sonic Blast (Sonic), Terror (Fear), Translate 
  (Language)
  4th Level Words
  Alignment Assualt (Alignment), Bestial Form (Change), 
  Borrow Future (Time), Crush Will (Command), Paralyze 
  Creature (Binding), Perfect Form (Body), Purify (Life), 
  Servitor IV (Summoning)
  5th Level Words
  Grave Bane (Death), Force Blast (Force), Monstrous Form 
  (Change), Nature’s Command (Animal), Resist Arcana 
  (Dispelling), Servitor V (Summoning)
  takes a –2 penalty to his Intelligence, Wisdom, and 
  Charisma as long as the fleshrunes remain active. A 
  runecaster must possess the grand fleshrune lore to select 
  this lore. 
     Wisdom of the Elders: Your power over symbols has 
  opened your mind to the whispers of your ancestors. 
  Increase your Intelligence score permanently by 2 points.
  
  12
  Sample Character
  Faunra hails from the Gardens of Meynon, the lands 
  blessed by Aleria, the Goddess of beauty, healing, and 
  plants. Faunra acts as a neutral arbitrator of the law and 
  defender of the peace within the Gardens. Though not 
  a skilled diplomat, her familiarity of multiple languages 
  allows her to resolve many misunderstandings.
  FAUNRA 
  (CR 1/2; XP 200)
  Female elf runecaster 1
  N Medium humanoid (elf)
  Init +2; Senses low-light vision; Perception +1
  DEFENSES
  AC 12, touch 12, flat-footed 10
  (+2 Dex)
  hp 8 (1d8)
  Fort +2, Ref +4, Will -1; +2 vs. enchantment
  Immune sleep 
  OFFENSE
  Speed 30 ft.
  Melee quarterstaff +0 (1d6) or porphyrite dagger +0 
  (1d4)
  Ranged sling +2 (1d4); 10 sling bullets
  Special Attacks ward (4 active; 1d6+3 fire; R, DC 13)
  Runecaster Words Per Day (2; CL 1st; concentration 
  +4)
     Effects—alignment shield (1st), nature’s calm (1st) (W, 
  DC 14), servitor I (1st), shock arc (1st) (R, DC 14)
     Meta—boost (0th), distant (0th) 
     Target—barrier (3rd), burst (1st), cone (0th), line (1st), 
  personal (0th), selected (0th) 
  STATISTICS
  Str 10, Dex 15, Con 10, Int 17, Wis 8, Cha 14
  Base Atk +0; CMB +0; CMD 12
  Feats Attuned to the Wild (Plains)ARG
  Skills Craft (alchemy) +7, Fly +6, Knowledge (arcana) 
  +7, Knowledge (nature) +7,  Linguistics +7, Spellcraft 
  +7, Use Magic Device +6; Racial Modifiers +2 
  Perception
  Languages Celestial, Common, Elven, Old Porphyran, 
  Orc, Sylvan
  SQ elven magic, fleshrune, voiceless, weapon familiarity
  Gear alchemist kit, belt pouch (23 gp), formula book, 
  guard dog, wrist sheath
  These two feats round out the information on the 
  runecaster class.
  Extra Wards
  You can have more activate wards inscribed at one time.
  Prerequisite: Wards class feature
  Benefit: You can create two additional words per day.
  Special: You can gain Extra Wards multiple times. Its 
  effects stack.
  Extra Ancient Lore
  You have discovered an additional piece of ancient lore.
  Prerequisite: Ancient lore class feature.
  Benefit: You gain one additional piece of ancient lore. 
  You must meet all of the prerequisites for this ancient 
  lore.
  Special: You can gain Extra Ancient Lore multiple times.
  6th Level Words
  Ball Lightning (Electricity), Energy Immunity (Body), 
  Locate (Divination), Unfetter (Gravity)
  
  13
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point 
  whenever she gains a level in a class of runecaster, the 
  following races have the option of choosing an alternate 
  bonus depending on their race. 
     Aasimar: The runecaster gains energy resistance 1 to a 
  single type of energy (acid, cold, electricity, or fire). Each 
  time this reward is selected, increase the energy resistance 
  by +1. This energy resistance does not stack with other 
  sources.
     Anumus: Add +1/4 to the runecaster’s natural armor 
  bonus when using his fleshrune.
     Avoodim: Add +1 on Linguistic checks to decipher 
  writing in an unfamiliar language or in an incomplete or 
  archaic form.
     Blue: Add +1/2 to ward damage.
     Boggard: Add +10 minutes to fleshrune duration.
     Boggle: Add +1/2 to the number of active wards that 
  the runecaster can create.
     Catfolk: Add +1 foot to the burst radius of the 
  runecaster’s wards. This option has no effect unless the 
  runecaster has selected it 5 times.
     Changeling: Add +1/2 to the number of active wards 
  that the runecaster can create.
     Dark Folk: Add +1/2 to ward damage.
     Dhampir: Add +1/2 to ward damage.
     Dhosari: Add +1/4 to the runecaster’s natural armor 
  bonus when using his fleshrune.
     Dragonblood: The runecaster gains a +1/6 of a new 
  ancient lore.
     Dromite: Add a +1 on Perception to notice traps 
  involving magical writing and +1 Disable Device to 
  disable them.
     Drow: Add one wordspell formula from the runecaster 
  list to the character’s formula book. This wordspell must 
  be at least on level below the highest-level wordspell the 
  alchemist can use.
     Duergar: Add +10 minutes to fleshrune duration.
     Dwarf: Add +1/4 to the runecaster’s natural armor 
  bonus when using his fleshrune.
     Elan: Add +1 foot to the burst radius of the 
  runecaster’s wards. This option has no effect unless the 
  runecaster has selected it 5 times.
     Elf: Add one wordspell formula from the runecaster 
  list to the character’s formula book. This wordspell must 
  be at least on level below the highest-level wordspell the 
  alchemist can use.
     Entobian: Add +1 on Linguistic checks to decipher 
  writing in an unfamiliar language or in an incomplete or 
  archaic form.
     Erkunae: The runecaster gains a +1/6 of a new ancient 
  lore.
     Eventual: Add +10 minutes to fleshrune duration.
     Fetchling: Add +1 foot to the burst radius of the 
  runecaster’s wards. This option has no effect unless the 
  runecaster has selected it 5 times.
     Feykissed: Add +10 minutes to fleshrune duration.
     Forlarren: Add +1/2 to ward damage.
     Gillmen: Add +1/4 to the runecaster’s natural armor 
  bonus when using his fleshrune.
     Goblin: Add +1/2 to ward damage.
     Gnome: Add +1 foot to the burst radius of the 
  runecaster’s wards. This option has no effect unless the 
  runecaster has selected it 5 times.
     Grindylow: Add +1/2 to the number of active wards 
  that the runecaster can create.
     Grippli: Add +1 foot to the burst radius of the 
  runecaster’s wards. This option has no effect unless the 
  runecaster has selected it 5 times.
     Half-Cyclops: The runecaster gains a +1/6 of a new 
  ancient lore.
     Half-Elf: Add one wordspell formula from the 
  runecaster list to the character’s formula book. This 
  wordspell must be at least on level below the highest-
  level wordspell the alchemist can use.
     Half-Giant: The runecaster gains a +1/6 of a new 
  ancient lore.
     Half-Harpy: Add +1/2 to ward damage.
     Half-Medusa: The runecaster gains a +1/6 of a new 
  ancient lore.
     Half-Orc: Add +1/2 to ward damage.
     Half-Ogre: Add +10 minutes to fleshrune duration.
     Half-Rakshasa: The runecaster gains energy resistance 
  1 to a single type of energy (acid, cold, electricity, or 
  fire). Each time this reward is selected, increase the 
  energy resistance by +1. This energy resistance does not 
  stack with other sources.
     Halfling: Add +10 minutes to fleshrune duration.
     Hhundi (Kripar): Add +1/2 to the number of active 
  wards that the runecaster can create.
     Hobgoblin: Add +1/4 to the runecaster’s natural 
  armor bonus when using his fleshrune.
     Human: Add one wordspell formula from the 
  runecaster list to the character’s formula book. This 
  wordspell must be at least on level below the highest-
  level wordspell the alchemist can use.
     Ifrit: Add +1/2 to ward damage.
     Ith’n Ya’roo: Add +10 minutes to fleshrune duration.
  
  14
     Kitsune: Add +1 on Linguistic checks to decipher 
  writing in an unfamiliar language or in an incomplete or 
  archaic form. 
     Kobold: Add a +1 on Perception to notice traps 
  involving magical writing and +1 Disable Device to 
  disable them.
     Kval: Add +1/2 to ward damage.
     Living Ghoul: Add +10 minutes to fleshrune 
  duration.
     Lizardfolk: Add +1/4 to the runecaster’s natural armor 
  bonus when using his fleshrune.
     Maenad: The runecaster gains energy resistance 1 to a 
  single type of energy (acid, cold, electricity, or fire). Each 
  time this reward is selected, increase the energy resistance 
  by +1. This energy resistance does not stack with other 
  sources.
     Mahrog: Add +10 minutes to fleshrune duration.
     Merfolk: The runecaster gains a +1/6 of a new ancient 
  lore.
     Mogogol: Add +1/2 to the number of active wards 
  that the runecaster can create.
     Muse: The runecaster gains a +1/6 of a new ancient 
  lore.
     Nagaji: Add +1/2 to the number of active wards that 
  the runecaster can create.
     Numistian: Add +1 on Linguistic checks to decipher 
  writing in an unfamiliar language or in an incomplete or 
  archaic form.
     Oakling: Add one wordspell formula from the 
  runecaster list to the character’s formula book. This 
  wordspell must be at least on level below the highest-
  level wordspell the alchemist can use.
     Obitu: Add a +1 on Perception to notice traps 
  involving magical writing and +1 Disable Device to 
  disable them.
     Ogrillon: Add +1/4 to the runecaster’s natural armor 
  bonus when using his fleshrune.
     Ophiduan: The runecaster gains a +1/6 of a new 
  ancient lore.
     Orc: Add +10 minutes to fleshrune duration.
     Oread: Add +1/4 to the runecaster’s natural armor 
  bonus when using his fleshrune.
     Qi’tar: The runecaster gains a +1/6 of a new ancient 
  lore.
     Polkan: Add +10 minutes to fleshrune duration.
     Ratfolk: Add +1/2 to ward damage.
     Relluk: Add a +1 on Perception to notice traps 
  involving magical writing and +1 Disable Device to 
  disable them.
     Samsaran: Add one wordspell formula from the 
  runecaster list to the character’s formula book. This 
  wordspell must be at least on level below the highest-
  level wordspell the alchemist can use.
     Sahuagin: Add +1/4 to the runecaster’s natural armor 
  bonus when using his fleshrune.
     Saurian: Add +10 minutes to fleshrune duration.
     Skulk: Add +1/2 to the number of active wards that 
  the runecaster can create.
     Squole: Add +10 minutes to fleshrune duration.
     Strix: Add +1/4 to the runecaster’s natural armor 
  bonus when using his fleshrune.
     Svirfneblin: Add +1/2 to ward damage.
     Sylph: The runecaster gains energy resistance 1 to a 
  single type of energy (acid, cold, electricity, or fire). Each 
  time this reward is selected, increase the energy resistance 
  by +1. This energy resistance does not stack with energy 
  resistance from other sources.
     Taddol: Add +1/4 to the runecaster’s natural armor 
  bonus when using his fleshrune.
     Tengu: Add a +1 on Perception to notice traps 
  involving magical writing and +1 Disable Device to 
  disable them.
     Tiefling: Add +1 on Linguistic checks to decipher 
  writing in an unfamiliar language or in an incomplete or 
  archaic form.
     Undine: The runecaster gains energy resistance 1 to a 
  single type of energy (acid, cold, electricity, or fire). Each 
  time this reward is selected, increase the energy resistance 
  by +1. This energy resistance does not stack with energy 
  resistance from other sources.
     Urisk: Add +1/4 to the runecaster’s natural armor 
  bonus when using his fleshrune.
     Vanara: The runecaster gains a +1/6 of a new ancient 
  lore.
     Vishkanya: Add +1/2 to the number of active wards 
  that the runecaster can create.
     Wayang: Add +10 minutes to fleshrune duration.
     Xax: Add a +1 on Perception to notice traps involving 
  magical writing and +1 Disable Device to disable them.
     Xeph: Add +10 minutes to fleshrune duration.
     Xesa: Add +1/2 to the number of active wards that the 
  runecaster can create.
     Zendiqi: The runecaster gains energy resistance 1 to a 
  single type of energy (acid, cold, electricity, or fire). Each 
  time this reward is selected, increase the energy resistance 
  by +1. This energy resistance does not stack with energy 
  resistance from other sources.
     Zif: Add +1 on Linguistic checks to decipher writing 
  in an unfamiliar language or in an incomplete or archaic 
  form.
  
  15
  Runereaper 
  There is power in death. There is power in blood. There 
  is power in battle. The runereaper opens these gates and 
  lets the power flow. 
     The runereaper crafts runes as vessels for the energies 
  that war and conflict create. As battle rages around him, 
  these runes pulse with magical energy. The runereaper 
  releases the energy to perform stunning and terrifying 
  feats, scattering his foes before him like wind scatters the 
  chaff of wheat. 
     Though the runereaper uses magical powers in the 
  symbols that he cuts into his skin, he does not consider 
  his powers to be arcane in nature. Rune magic is a 
  deeper magic than the arcane or even the divine. Rune 
  magic is the resonant magic of life – and death. It is a 
  primitive magic that reflects the world as it once was, not 
  as it might be. Indeed, the runereaper’s strange powers 
  often make him an effective foe against more modern 
  magic users, who would seek to change the world to suit 
  their own twisted desires.
     Bloodrunes were first developed by orcs in ancient 
  Porphyra. The runereapers were originally warrior-
  chiefs of Azagor, who brutally fought one another 
  for defensible territory and resources in a land ruled 
  by despotic elemental overlords. The reign of the 
  runereapers ended with the fall of those elementals 
  during the NewGod Wars, however, as their primary 
  function was no longer necessary. 
     Today, most runereapers are found in the gladiatorial 
  pits of the Jheriak Continuance. In the slave pits, 
  experienced gladiators slice the bloodrunes into the 
  flesh of the younger ones to try and make them into 
  worthy warriors. A few have marveled at the prowess 
  of those fighters and sought to master the secret of the 
  bloodrunes themselves.
  Note: The runereaper is a variant class for the barbarian 
  base class. 
  Role: The runereaper is a devastating fighter against 
  multiple small enemies. Each death feeds his fury. 
  Whereas other fighters slowly are burned out by small, 
  weak enemies, the runereaper only grows more powerful 
  as he cuts through their ranks. 
   
  Table 1-2: The Runereaper
  Level
  Base Attack Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1st
  +1
  +2
  +0
  +0
  Bloodlust, Bloodrune power, Bonus Feat
  2nd
  +2
  +3
  +0
  +0
  Bloodrune power, uncanny dodge
  3rd
  +3
  +3
  +1
  +1
  Scarred body +1
  4th
  +4
  +4
  +1
  +1
  Bloodrune power
  5th
  +5
  +4
  +1
  +1
  Improved uncanny dodge
  6th
  +6/+1
  +5
  +2
  +2
  Bloodrune power
  7th
  +7/+2
  +5
  +2
  +2
  Armor runes +1
  8th
  +8/+3
  +6
  +2
  +2
  Bloodrune power
  9th
  +9/+4
  +6
  +3
  +3
  Scarred body +2
  10th
  +10/+5
  +7
  +3
  +3
  Bloodrune power, Armor runes +2
  11th
  +11/+6/+1
  +7
  +3
  +3
  Spell Resistance
  12th
  +12/+7/+2
  +8
  +4
  +4
  Bloodrune power
  13th
  +13/+8/+3
  +8
  +4
  +4
  Armor runes +3
  14th
  +14/+9/+4
  +9
  +4
  +4
  Indomitable will, Bloodrune power
  15th
  +15/+10/+5
  +9
  +5
  +5
  Scarred body +3
  16th
  +16/+11/+6/+1
  +10
  +5
  +5
  Bloodrune power, Armor runes +4
  17th
  +17/+12/+7/+2
  +10
  +5
  +5
  Runic Fury
  18th
  +18/+13/+8/+3
  +11
  +6
  +6
  Bloodrune power
  19th
  +19/+14/+9/+4
  +11
  +6
  +6
  Armor runes +5
  20th
  +20/+15/+10/+5
  +12
  +6
  +6
  Reaper of Souls, Bloodrune power
  
  16
  Alignment: Any non-lawful 
   
  Hit Die: d12 
   
  Starting Wealth: 3d6 × 10 gp (average 105gp.) In 
  addition, each character begins play with an outfit worth 
  10 gp or less. 
   
  Class Skills
  The runereaper’s class skills are Acrobatics (Dex), Climb 
  (Str), Craft (Int), Handle Animal (Cha), Intimidate 
  (Cha), Linguistics (Int), Knowledge (nature) (Int), 
  Perception (Wis), Ride (Dex), Survival (Wis), and Swim 
  (Str). 
  Skill Ranks Per Level: 4 + Int modifier. 
   
  Class Features
  All of the following are class features of the runereaper. 
   
  Weapon and Armor Proficiency: A runereaper is 
  proficient with all simple and martial weapons, light 
  armor, medium armor, and shields (except tower 
  shields). 
   
  Bloodlust (Ex): A runereaper’s eagerness for battle lends 
  him special ferocity when it is first joined. During the 
  first round of combat, a runereaper adds +1d6 damage 
  to all of his attacks. This damage is not multiplied on 
  a critical hit. At 5th level, this damage bonus increases 
  to +1d8. At 10th level, this damage bonus increases to 
  +1d10. At 15th level, this damage bonus increases to 
  +1d12. 
   
  Runes: Runereapers cut glyphs of power into their own 
  flesh. When battle rings around them, these runes glow 
  with arcane fury. A runereaper gains a number of rune 
  points equal to their Strength modifier. His rune points 
  goes up or down throughout the day, but usually cannot 
  go higher than his Strength modifier (minimum 1). A 
  runereaper spends runes to activate bloodrune powers. 
  Activating a bloodrune power he knows as an immediate 
  action that does not provoke an attack of opportunity.  
     Whenever the runereaper defeats an enemy combatant, 
  he regains one daily rune point, up to his maximum 
  number of uses per day. Defeating a foe usually involves 
  reducing the target to 0 hit points or fewer, but the GM 
  might rule that an enemy who surrenders or flees the 
  battle is also defeated.  
  Bloodrune Powers: At first level, the runereaper gains 
  his first bloodrune. He gains his second bloodrune at 
  2nd level, and then an additional bloodrune every two 
  levels of runereaper attained after 2nd level. Unless 
  otherwise noted, a runereaper cannot select an individual 
  bloodrune more than once. 
  Bonus Feat: At 1st level, runereapers gain a bonus feat 
  from the following list: Catch-Off Guard, Dodge, Exotic 
  Weapon Proficiency, Improved Initiative, Intimidating 
  Prowess, Toughness, or Weapon Focus
   
  Uncanny Dodge (Ex): At 2nd level, a runereaper gains 
  the ability to react to danger before her senses would 
  normally allow her to do so. She cannot be caught flat-
  footed, nor does she lose her Dex bonus to AC if the 
  attacker is invisible. She still loses her Dexterity bonus 
  to Armor Class if immobilized. A runereaper with this 
  ability can still lose her Dexterity bonus to Armor Class 
  if an opponent successfully uses the feint action against 
  her. 
     If a runereaper already has uncanny dodge from 
  a different class, she automatically gains improved 
  uncanny dodge (see below) instead. 
   
  Scarred Body (Ex): At 3rd level, the runereaper gains 
  a +1 dodge bonus to AC and a +1 morale bonus on 
  Intimidate checks when wearing no armor (shields are 
  allowed). This bonus increases by +1 for every six levels 
  after 3rd. 
   
  Improved Uncanny Dodge (Ex): At 5th level and 
  higher, a runereaper can no longer be flanked. This 
  defense denies a rogue the ability to sneak attack the 
  runereaper by flanking her, unless the attacker has 
  at least four more rogue levels than the target has 
  runereaper levels. 
     If a character already has uncanny dodge (see above) 
  from another class, the levels from the classes that grant 
  uncanny dodge stack to determine the minimum rogue 
  level required to flank the character. 
   
  Armor Runes (Ex): At 7th level, the runereaper gains a 
  +1 natural armor bonus to AC when wearing no armor 
  (shields are allowed). This bonus increases by +1 for 
  every three levels beyond 7th. 
  
  17
  Spell Resistance (Ex): The magical potency of the 
  runereaper’s bloodrunes protects him against sorcerous 
  attacks. At 11th level, the runereaper gains spell 
  resistance equal to his character level + his Constitution 
  modifier. 
   
  Indomitable Will (Ex): A runereaper of 14th level or 
  higher gains a +4 morale bonus on Will saves to resist 
  enchantment spells. 
   
  Runic Fury (Ex): Every enemy felled invigorates you. At 
  17th level, when you activate a bloodrune, you also gain 
  your bloodlust bonus to damage for that round.  
   
  Reaper of Souls (Ex): The runereaper’s heart thrums 
  with the beat of the war drums, attuned to the pace of
  Bloodrunes
  Prerequisites
  Benefits
  Auroch Rune (Ex)
  -
  Remove your frightened and shaken conditions
  Bear Rune (Ex)
  Runereaper 8
  Reroll a failed Fortitude save
  Broken Sword (Ex)
  -
  When sundering an unattended object, ignore hardness
  Broken Wand Rune (Su)
  Runereaper 6
  Sunder spells with a combat maneuver check
  Cat Rune (Ex)
  Runereaper 8
  Reroll a failed Reflex save
  Centipede Rune (Ex)
  Runecaster 10
  Gain blindsense 60’ for a moment
  Claw Rune (Ex)
  -
  Deal extra damage with a single blow
  Crooked Road Rune (Ex) -
  Make a trip attack in place of a melee attack
  Crouching Man Rune 
  (Ex)
  -
  Make an opportunity attack using your bloodlust
  Chariot Rune
  -
  Climb or swim at normal land speed
  Curved Axe Rune (Ex)
  Runereaper 12
  Automatically confirm a critical hit
  Dancing Man Rune (Ex)
  Runereaper 8
  Enemies provoke attacks of opportunity even when they 
  normally wouldn’t
  Elemental Rune(Su)
  Runereaper 8
  Gain energy resistance against a specific type of energy
  Elfbane Rune
  Runereaper 8
  Create problems for spellcasters casting near you
  Fen Rune (Ex)
  -
  Remove your nauseated and sickened conditions
  Full Moon Rune (Ex)
  -
  Roll twice when disbelieving an illusion
  Giant Rune (Ex)
  -
  Gain a Strength bonus on Combat Maneuver Checks
  Golem Rune (Su)
  Runereaper 10, elfbane 
  rune
  Take a second saving throw and gain temporary hit points
  Hunter Rune (Ex)
  -
  Double move as an immediate action when an opponent 
  withdraws
  Iron Rune (Su)
  Runereaper 10
  Gain ½ runereaper level DR until next turn
  Life Rune (Ex)
  -
  Stabilize when at negative hit points
  Life Rune, Greater (Ex)
  Runereaper 6, life rune Convert more damage to nonlethal damage
  Lightning Rune
  -
  Gain a +4 bonus to initiative
  Luck Rune (Su)
  -
  Gain a bonus on a roll
  Oak Rune (Ex)
  Runereaper 10
  Convert lethal damage to nonlethal damage
  Owl Rune (Ex)
  Runereaper 8
  Reroll a failed Will save
  Quake Rune (Ex)
  Runereaper 6
  Attack the ground to create difficult terrain
  Quake Rune, Greater 
  (Ex)
  Runereaper 8, quake 
  rune
  Extend quake rune’s radius of difficult terrain
  Running Hare Rune (Ex)
  Runereaper 4
  Move at x3 or x6 speed
  Shipwreck Rune (Ex)
  -
  Make a bull rush in place of a melee attack
  Spear Rune (Ex)
  Runereaper 8
  Deal Strength or Dexterity damage with your attacks
  
  18
  Standing Man Rune (Ex)
  Runereaper 4
  Heal damage to yourself
  Star Rune (Ex)
  -
  Gain a bonus on saving throws
  Storm-Eater Rune (Su)
  Runereaper 12, 
  elemental rune
  Absorb energy to gain temporary hit points
  Thorn Rune (Ex)
  Runereaper 10
  Provoke attacks of opportunity to get extra attacks
  Thunder Rune
  -
  Gain Improved Unarmed Strike  and Two-Weapon 
  Fighting if you wield no weapon
  battle. The runereaper always acts first in combat; after 
  initiative has been determined, if the runereaper did not 
  have the highest initiative count, his count is increase 
  to that of the top count +1. If there is another 20th 
  level runereaper (or anyone else with similar initiative 
  enhancing powers), the runereaper rolls normally against 
  that person to determine who goes first between them, 
  but they both still act ahead of everyone else.
     Furthermore, whenever a runereaper defeats an enemy 
  and regains a rune point, he may immediately take an 
  additional standard action.
  Bloodrunes
  The following bloodrunes may be selected by any 
  runereaper who has an open bloodrune slot and meets 
  any prerequisites listed in the description. 
     Auroch Rune: When you activate the rune, you 
  immediately cure yourself of the frightened and shaken 
  conditions. 
     Bear Rune: You may reroll a failed Fortitude save. This 
  power is used as an immediate action after the first save 
  is attempted, but before the results are revealed by the 
  GM. You must take the second result, even if it is worse. 
  A runereaper must be at least 8th level to select this 
  bloodrune.
     Broken Sword Rune: Upon activation, until the 
  end of your turn, when you make an attack against 
  an unattended object or attempt a sunder combat 
  maneuver, you can ignore the object’s hardness. This 
  power must be used before the attack roll or sunder 
  check is made. 
     Broken Wand Rune: You must activate this rune on 
  your turn. You may then attempt to sunder an ongoing 
  spell effect by making a combat maneuver check. For 
  any effect other than one on a creature, you must make 
  your combat maneuver check against a CMD of 15 plus 
  the effect’s caster level. To sunder an effect on a creature, 
  you must succeed at a normal sunder combat maneuver 
  against the creature’s CMD + 5, ignoring any miss 
  chance caused by a spell or spell-like ability. If successful, 
  you suppress the effect for 1 round, or 2 rounds if you 
  exceed the CMD by 5 to 9. If you exceed the CMD by 
  10 or more, the effect is dispelled. A runereaper must be 
  at least 6th level to select this bloodrune. 
     Cat Rune: You may reroll a failed Reflex save. This 
  power is used as an immediate action after the first save 
  is attempted, but before the results are revealed by the 
  GM. You must take the second result, even if it is worse. 
  A runereaper must be at least 8th level to select this 
  bloodrune. 
     Centipede Rune: When activated, until the end of your 
  turn, you have blindsense 60 ft. If you already have 
  blindsense, the range of your blindsense increases by 60 
  ft. A runereaper must be at least 10th level to select this 
  bloodrune. 
     Claw Rune: You gain a +1 bonus on a single damage 
  roll. This bonus increases by +1 for every 4 levels you 
  have attained. This power must be activated before the 
  roll to hit is made. 
     Crooked Road Rune: When activated, you can make a 
  trip attempt against one target in place of a melee attack. 
  You gain a +4 bonus to this trip attempt.  If successful, 
  the target takes damage equal to your Strength modifier 
  and is knocked prone. This does not provoke an attack 
  of opportunity. 
     Crouching Man Rune: Activate this rune when an 
  opponent provokes an attack of opportunity. You may 
  make an attack of opportunity against them, even if 
  you do not have the ability to make any more attacks of 
  opportunity that round. 
     Chariot Rune: When activated, you gain a natural 
  climb speed and a natural swim speed equal to your land 
  speed until the end of your turn. 
     Curved Axe Rune: When you score a potential critical 
  hit, you may activate this rune to automatically confirm 
  a critical hit. A runereaper must be at least 12th level to 
  select this bloodrune. 
     Dancing Man Rune: Activate this rune to make an 
  attack of opportunity against a foe that moves into any 
  square threatened by you, regardless of whether or not 
  that movement would normally provoke an attack of 
  
  19
  opportunity. A runereaper must be at least 8th level to 
  select this bloodrune. 
     Elemental Rune: Upon selecting this bloodrune power, 
  choose an energy type. You can reduce damage by 
  half from a single attack against energy attacks of this 
  type. The energy type is chosen when this bloodrune is 
  selected and it cannot be changed. This bloodrune can 
  be selected more than once. Its effects do not stack. Each 
  time is applies to a different energy type. A runereaper 
  must be at least 8th level to select this bloodrune. 
     Elfbane Rune: When activated, the DC to cast spells 
  defensively increases by +4 for all enemies that are within 
  your threatened area. This increase to casting spells 
  defensively only applies if you’re aware of the enemy’s 
  location and capable of taking an attack of opportunity. 
  If you can only take one attack of opportunity per round 
  and have already used that attack, this increase does not 
  apply.  Furthermore, enemies in your threatened area 
  that fail their checks to cast spells defensively provoke 
  attacks of opportunity from you. This power lasts until 
  the end of your next turn. A runereaper must be at least 
  8th level to select this bloodrune. 
     Fen Rune:When you activate the rune, you 
  immediately cure yourself of the sickened and nauseated 
  conditions. 
     Full Moon Rune: Activate this rune to roll twice to 
  negate the miss chance due to concealment or invisibility 
  or Will saving throws to disbelieve illusions, taking the 
  better of the two rolls. 
     Giant Rune: When activated, you add your runereaper 
  level on one Strength check or combat maneuver 
  check, or to your Combat Maneuver Defense when an 
  opponent attempts a maneuver against you. 
     Golem Rune: When you fail a saving throw against a 
  spell, supernatural ability, or spell-like ability, you can 
  activate this rune and reroll the saving throw against the 
  effect. If you succeed at the second saving throw, you’re 
  not affected by the spell, supernatural ability, or spell-
  like ability and gain a number of temporary hit points 
  equal to the effect’s caster level (in the case of spell or 
  spell-like abilities) or the CR of the effect’s creator (in 
  the case of supernatural abilities). These temporary hit 
  points last until damage is applied to them or the end 
  of combat, whichever occurs first. A runereaper must be 
  at least 10th level and possess the elfbane bloodrune to 
  select this bloodrune. 
     Hunter Rune: You can activate this rune to move up to 
  double your normal speed as an immediate action but 
  you can only use this ability when an adjacent foe uses 
  a withdraw action to move away from you. You must 
  end your movement adjacent to the enemy that used the 
  withdraw action. You provoke attacks of opportunity as 
  normal during this movement. 
     Iron Rune: When you activate this rune, you gain DR 
  equal to ½ your runereaper level until the end of your 
  next turn. A runereaper must be at least 10th level to 
  select this bloodrune. 
     Life Rune: You may activate this rune if you would 
  be reduced below 0 hit points and 1 hit point of lethal 
  damage per runereaper level is converted to nonlethal 
  damage. If you activate it when you are at negative hit 
  points due to lethal damage, you immediately stabilize. 
     Greater Life Rune: When using the Life Rune power, 1 
  additional hit point of lethal damage per runereaper level 
  is converted to nonlethal damage. A runereaper must be 
  at least 6th level and possess the life bloodrune to select 
  this bloodrune. 
     Lightning Rune: When activated, you gain a +4 bonus 
  to your initiative roll. 
     Luck Rune: When you activate this rune, you gain a 
  +1d6 bonus on one d20 roll you have just made. You 
  can activate this rune after seeing the result of the d20 
  roll. 
     Oak Rune: By using this rune, you try to avoid serious 
  harm from an attack. You must make a Fortitude save 
  with a DC equal to the damage that would be dealt by 
  the attack. Your armor check penalty applies on this 
  saving throw. If the save succeeds, you take half damage 
  from the attack and the damage is nonlethal. You must 
  elect to activate this rune after the attack roll is made, 
  but before the damage is rolled. A runereaper must be at 
  least 10th level to select this bloodrune. 
     Owl Rune: You may reroll a failed Will save. This 
  power is used as an immediate action after the first save 
  is attempted, but before the results are revealed by the 
  GM. You must take the second result, even if it is worse. 
  A runereaper must be at least 8th level to select this 
  bloodrune. 
     Quake Rune: You must activate this rune on your turn. 
  When activated, you can attack the floor around you as a 
  standard action. This attack automatically hits and deals 
  damage normally. If you manage to deal more damage 
  than the floor’s hardness, the space you occupies and all 
  of the squares adjacent to you become difficult terrain. 
  All creatures except for you in this area must make a DC 
  15 Reflex save or be knocked prone. A runereaper must 
  be at least 6th level to select this bloodrune. 
     Greater Quake Rune: When using the quake rune 
  power, the runereaper can extend the radius of the effect 
  by 5 feet. This bloodrune power can be selected up to 
  
  20
  three times, and its effects stack. A runereaper must be at 
  least 8th level and possess the quake bloodrune to select 
  this bloodrune. 
     Running Hare Rune; You may activate this rune on 
  your turn to use a single full-round run action to move 
  up to 6 times your speed or a single full-round charge 
  action to move up to 3 times your speed. A runereaper 
  must be at least 4th level to select this bloodrune. 
     Shipwreck Rune: When activated, you can make a 
  bull rush attempt against one target in place of a melee 
  attack. You gain a +4 bonus to this bull rush attempt.  If 
  successful, the target takes damage equal to your 
  Strength modifier and is moved back as normal. You do 
  not need to move with the target if successful. This does 
  not provoke an attack of opportunity. 
     Spear Rune: While using this rune, in addition to your 
  normal damage, the runereaper deals 1 point of ability 
  damage to the target’s Strength or Dexterity score for 
  every four class levels the runereaper has attained. The 
  target can attempt a Fortitude saving throw (DC 10 + 
  1/2 the runereaper’s level + the runereaper’s Strength 
  modifier) to halve this ability damage. This enhancement 
  lasts until the end of your next turn. A runereaper must 
  be at least 8th level to select this bloodrune. 
     Standing Man Rune: Upon activation, you heal 
  1d8 points of damage + your Constitution modifier. 
  For every four levels you have attained above 4th, 
  this amount of damage healed increases by 1d8, to a 
  maximum of 5d8 at 20th level. Using this power leaves 
  you vulnerable, however; you take a -2 penalty to AC 
  until the end of your next turn when you activate 
  this rune. This power can be used only once per day. 
  A runereaper must be at least 4th level to select this 
  bloodrune. 
     Star Rune: You gain a +3 morale bonus on saving 
  throws made to resist spells, supernatural abilities, and 
  spell-like abilities when you activate this rune. This 
  bonus lasts until the end of your next turn. This bonus 
  increases by +1 for every 4 levels you have attained. 
     Storm-Eater Rune: Upon selecting this bloodrune 
  power, choose an energy type. While this rune is 
  activated you can absorb energy from a single attack 
  of your chosen energy type. You do not make a saving 
  throw against the effect but take no damage from it, 
  instead gaining 1 temporary hit point per 3 points of 
  damage the attack would have inflicted. These temporary 
  hit points last until the end of the battle. This bloodrune 
  can be selected more than once. Its effects do not 
  stack. Each time it applies to a different energy type. A 
  runereaper must be at least 12th level and possess the 
  elemental bloodrune to select this bloodrune. 
     Thorn Rune: When activated, whenever you suffer an 
  attack of opportunity, you may make a counterattack 
  at your full attack bonus against your attacker, resolved 
  after the attack of opportunity. This power lasts until 
  the end of your next turn. A runereaper must be at least 
  10th level to select this bloodrune. 
     Thunder Rune: When activated, you’re treated as if you 
  have the Improved Unarmed Strike and Two-Weapon 
  Fighting feats until the end of your turn. Your unarmed 
  strikes deal 1d8 points of damage (1d6 if you’re Small).   
   
  Sample Character
  Kruisk fights in the gladitorial pits of the Jheriak 
  Continuance. Though not as blood-thirsty as some of 
  the other opponents, Kruisk has demonstrated a level 
  of situational awareness not commonly seen among 
  half-orcs. He has gained a lot of favor from the crowds 
  that he kills for, now he just needs to locate a means of 
  escape.
  KRUISK (CR 1/2; XP 200)
  Male half-orc runereaper 1
  N Medium humanoid (human, orc)
  Init +4; Senses darkvision; Perception +1
  DEFENSE
  AC 13, touch 10, flat-footed 13
  (+1 armor, +2 shield)
  hp 14(1d12+2)
  Fort +4, Ref +0, Will +1
  OFFENSE
  Speed 30 ft.
  Melee sickle+4 (1d6+3)
  Ranged chakram +1 (1d8+3)
  Special Attacks bloodlust +1d6, orc ferocity
  STATISTICS
  Str 17, Dex 10, Con 14, Int 8, Wis 13, Cha 12
  Base Atk +1; CMB +4; CMD 14
  Feats Extra Bloodrune Power, Improved Initiative,
  Skills Climb +7, Intimidate +7, Survival +5; Racial 
  Modifiers +2 Intimidate
  Languages Common, Orc
  SQ bloodrunes (crooked road, luck), rune (3), weapon 
  familiarity
  Combat Gear vial of antitoxin; Gear barbarian’s kit, 
  belt pouch (7 gp), 2 chakram, heavy wooden shield, 
  khopesh, leather armor
  
  21
  These two feats round out the information on the 
  runereaper class.
  Extra Bloodrune Power
  You have unlocked a new bloodrune.
  Prerequisite: Bloodrune power class feature.
  Benefit: You gain one additional bloodrune power. You 
  must meet all of the prerequisites for this bloodrune 
  power.
  Special: You can gain Extra Bloodrune Power multiple 
  times.
  Extra Rune Points
  You have more rune points uses than the average runereaper.
  Prerequisites: Bloodrune class feature.
  Benefit: You gain 2 extra rune points at the start of each 
  day, and your runepoints increases by 2.
  Normal: If you are a runereaper, you gain your Strength 
  modifier in rune points at the start of each day, which is 
  also your maximum rune. 
  Special: If you possess levels in the runereaper class, you 
  can take this feat multiple times.
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point 
  whenever she gains a level in a class of runereaper, the 
  following races have the option of choosing an alternate 
  bonus depending on their race. 
     Aasimar: Add +1 to the runereaper’s CMD to resist 
  grapple and bull rush.
     Anumus: Add +1/3 on critical hit confirmation 
  rolls made with a weapon in which the runereaper has 
  Weapon Focus.
     Avoodim: Add +1/2 to the DC of opponents to cast 
  defensively when threatened by the runereaper.
     Blue: Add +1/4 initiative bonus.
     Boggard: Add +1/4 point to the runereaper’s rune 
  points.
     Boggle: Add +1/5 rounds that bloodlust is active.
     Catfolk: Add +1/4 initiative bonus.
     Changeling: Add +1 to the runereaper’s CMD to 
  resist grapple and bull rush.
     Dark Folk: Add +1/5 rounds that bloodlust is active.
     Dhampir: Add +1/3 points of spell resistance.
     Dhosari: Add +1/2 to the DC of opponents to cast 
  defensively when threatened by the runereaper.
     Dragonblood: Add +1 to the runereaper’s CMD to 
  resist grapple and bull rush.
     Dromite: Add +1/4 point to the runereaper’s rune 
  points.
     Drow: Add +1/3 points of spell resistance.
     Duergar: Add +1 to the runereaper’s CMD to resist 
  grapple and bull rush.
     Dwarf: Add +1/2 to the DC of opponents to cast 
  defensively when threatened by the runereaper.
     Elan: Add +1/5 rounds that bloodlust is active.
     Elf: Add +1/4 initiative bonus.
     Entobian: Add +1 to the runereaper’s CMD to resist 
  grapple and bull rush.
     Erkunae: Add +1/4 point to the runereaper’s rune 
  points.
     Eventual: Add +1/2 to the DC of opponents to cast 
  defensively when threatened by the runereaper.
     Fetchling: Add +1/5 rounds that bloodlust is active.
     Feykissed: Add +1/4 initiative bonus.
     Forlarren: Add +1/3 points of spell resistance.
     Gillmen: Add +1/3 on critical hit confirmation 
  
  22
  rolls made with a weapon in which the runereaper has 
  Weapon Focus.
     Goblin: Add +1/2 to the DC of opponents to cast 
  defensively when threatened by the runereaper.
     Gnome: Add +1 to the runereaper’s CMD to resist 
  grapple and bull rush.
     Grindylow: Add +1/5 rounds that bloodlust is active.
     Grippli: Add +1 to the runereaper’s CMD to resist 
  grapple and bull rush.
     Half-Cyclops: Add +1/2 to the DC of opponents to 
  cast defensively when threatened by the runereaper.
     Half-Elf: Add +1/5 rounds that bloodlust is active.
     Half-Giant: Add +1/2 to the DC of opponents to cast 
  defensively when threatened by the runereaper.
     Half-Harpy: Add +1/4 initiative bonus.
     Half-Medusa: Add +1/3 points of spell resistance.
     Half-Orc: Add +1/4 point to the runereaper’s rune 
  points.
     Half-Ogre: Add +1/2 to the DC of opponents to cast 
  defensively when threatened by the runereaper.
     Half-Rakshasa: Add +1/5 rounds that bloodlust is 
  active.
     Halfling: Add +1/4 initiative bonus.
     Hhundi (Kripar): Add +1/5 rounds that bloodlust is 
  active.
     Hobgoblin: Add +1/2 to the DC of opponents to cast 
  defensively when threatened by the runereaper.
     Human: Add +1/4 point to the runereaper’s rune 
  points.
     Ifrit: Add +1/3 on critical hit confirmation rolls made 
  with a weapon in which the runereaper has Weapon 
  Focus.
     Ith’n Ya’roo: Add +1/4 point to the runereaper’s rune 
  points.
     Kitsune: Add +1 to the runereaper’s CMD to resist 
  grapple and bull rush.
     Kobold: Add +1/4 initiative bonus.
     Kval: Add +1/3 points of spell resistance.
     Living Ghoul: Add +1/4 point to the runereaper’s 
  rune points.
     Lizardfolk: Add +1/3 on critical hit confirmation 
  rolls made with a weapon in which the runereaper has 
  Weapon Focus.
     Maenad: Add +1/4 initiative bonus. 
     Mahrog: Add +1 to the runereaper’s CMD to resist 
  grapple and bull rush.
     Merfolk: Add +1/5 rounds that bloodlust is active.
     Mogogol: Add +1/4 point to the runereaper’s rune 
  points. 
     Muse: Add +1/4 natural armor bonus.
     Nagaji: Add +1/2 to the DC of opponents to cast 
  defensively when threatened by the runereaper.
     Numistian: Add +1/3 points of spell resistance.
     Oakling: Add +1/3 on critical hit confirmation 
  rolls made with a weapon in which the runereaper has 
  Weapon Focus.
     Obitu: Add +1/5 rounds that bloodlust is active.
     Ogrillon: Add +1 to the runereaper’s CMD to resist 
  grapple and bull rush.
     Ophiduan: Add +1/4 natural armor bonus.
     Orc: Add +1/4 point to the runereaper’s rune points.
     Oread: Add +1/3 on critical hit confirmation rolls 
  made with a weapon in which the runereaper has 
  Weapon Focus.
     Qi’tar: Add +1/3 points of spell resistance.
     Polkan: Add +1 to the runereaper’s CMD to resist 
  grapple and bull rush.
     Ratfolk: Add +1/4 initiative bonus.
     Relluk: Add +1/4 point to the runereaper’s rune 
  points.
     Samsaran: Add +1/4 natural armor bonus.
     Sahuagin: Add +1/2 to the DC of opponents to cast 
  defensively when threatened by the runereaper.
     Saurian: 
     Skulk: Add +1 to the runereaper’s CMD to resist 
  grapple and bull rush.
     Squole: Add +1/3 points of spell resistance.
     Strix: Add +1/4 initiative bonus.
     Svirfneblin: Add +1/4 natural armor bonus.
     Sylph: Add +1/4 initiative bonus.
     Taddol: Add +1/3 on critical hit confirmation rolls 
  made with a weapon in which the runereaper has 
  Weapon Focus.
     Tengu: Add +1/3 on critical hit confirmation rolls 
  made with a weapon in which the runereaper has 
  Weapon Focus.
     Tiefling: Add +1/4 point to the runereaper’s rune 
  points.
     Undine: Add +1/4 natural armor bonus.
     Urisk: Add +1/2 to the DC of opponents to cast 
  defensively when threatened by the runereaper.
     Vanara: Add +1/4 natural armor bonus.
     Vishkanya: Add +1/3 points of spell resistance.
     Wayang: Add +1/5 rounds that bloodlust is active.
     Xax: Add +1/3 points of spell resistance.
     Xeph: Add +1/4 initiative bonus.
     Xesa: Add +1/4 natural armor bonus.
     Zendiqi: Add +1/2 to the DC of opponents to cast 
  defensively when threatened by the runereaper.
     Zif: Add +1/3 points of spell resistance.
  
  23
  OGC: All text of this product is considered Open Game 
  Content, just like all our Purple Duck Games releases.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, 
  LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam 
  Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-
  MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors 
  Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, 
  Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal 
  MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, 
  Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ 
  Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason 
  Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and 
  Russ Taylor.
  Adherer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Authors Scott Greene and Clark Peterson, based on original material by Guy Shearer.
  Amphisbaena from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Anger of Angels. © 2003, Sean K Reynolds.
  Animal Lord from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott  Greene, based on original material by Gary Gygax.
  Axe Beak from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Baphomet from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Authors Scott Peterson and Clark Peterson, based on original material by Gary 
  Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Blindheim from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Roger Musson.
  Brownie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Bunyip from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Dermot Jackson.
  Carbuncle from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Authors Scott Greene, based on original material by Albie Fiore.
  
  24
  Caryatid Column from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Jean Wells.
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Lawrence Schick.
  Crypt Thing from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Roger Musson.
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by 
  Ian McDowall.
  Daemon, Derghodaemon from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Dark Creeper from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Simon Muth.
  Death Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Jean Wells.
  Demodand, Shaggy from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Demodand, Slimy from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Demodand, Tarry from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Demon, Nabasu from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Dire Corby from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Jeff Wyndham.
  Disenchanter from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Roger Musson.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Dragon Horse from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Dragon, Faerie from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Brian Jaeger and Gary 
  Gygax.
  Dust Digger from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Flail Snail from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Simon Tilbrook.
  Flumph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Ian McDowell and Douglas
  Naismith.
  Foo Creature from the Tome of Horrors, Revised, © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Ian Livingstone.
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Giant, Wood from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Wizards of the Coast.
  Gloomwing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Grimstalker from Tome of Horrors II, Copyright 2004, Necromancer Games, Inc.
  Grippli from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Gryph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Peter Brown.
  Hangman Tree from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Hippocampus from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene and Erica Balsley, based on original material by Gary 
  Gygax.
  Huecuva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Underworld Oracle.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Philip Masters.
  Jackalwere from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Jubilex from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Kamadan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Nick Louth.
  Kech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Kelpie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Lawrence Schick.
  Korred from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Leprechaun from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Magma ooze from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene.
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author 
  Scott Greene.
  Mihstu from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Ian Livingstone and Mark Barnes.
  Mongrelman from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook.
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike 
  McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds.
  Paths of Power. Copyright 2009, 4 Winds Fantasy Gaming; Authors Sean O’Connor 
  and Patricia Willenborg, with Connie J. Thomson and Robert W. Thomson.
  Pech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Phycomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Poltergeist from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Lewis Publisher.
  Psionics Unleashed. Copyright 2010, Dreamscarred Press.
  Quickling from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Remarkable Races. Copyright 2009, Alluria Publishing; Author: J. Matthew Kubisz
  Rot Grub from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Clark Peterson, based on original material by Gary Gygax.
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Roger Musson.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Neville White.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
  Skulk from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Simon Muth.
  Slime Mold from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by David Cook.
  Spriggan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Erica Balsley, based on original material by Roger Moore 
  and Gary Gygax.
  Tenebrous Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  
  25
  Tentamort from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Mike Roberts.
  The Book of Arcane Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors 
  Connie J. Thomson and Robert W. Thomson
  The Book of Divine Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors 
  Connie J. Thomson and Robert W. Thomson, with Katheryn Bauer and Sean 
  O’Connor.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights 
  reserved.
  The Book of Hallowed Might. © 2002, Monte J. Cook.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original 
  content from TSR.
  The Book of Erotic Fantasy. Copyright 2006, Arthaus, Inc.; Authors: Gwendolyn 
  F.M. Kestrel and Duncan Scott
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik 
  Mona, Chris Pramas, Robert J. Schwalb.
  The Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene.
  Tick, Giant & Dragon from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Troll, Ice from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene.
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Authors Scott Greene and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Albie Fiore.
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Zombie, Juju from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Fehr’s Ethnology: Complete © 2013, Purple Duck Games; Author: Perry Fehr.
  Heroes of the Fenian Triarchy © 2013, Purple Duck Games; Author: Josh 
  McCrowell.
  Legendary Races: Cyclops, © 2010, Published by Purple Duck Games; Author: 
  Stefen Styrsky.
  Legendary Races: Harpy © 2012, Purple Duck Games; Authors: Josh McCrowell. 
  Additional Writing: Perry Fehr, Sam Hing.
  Legendary Races: Medusa. © 2011, Published by Purple Duck Games; Author: 
  Stefen Styrsky
  Legendary Races: Rakshasa © 2011, Published by Purple Duck Games; Authors: 
  Mark Gedak, Stefen Styrsky
  Monstrous Races, copyright 2011, Purple Duck Games; Authors: Mark Gedak, 
  Stefen Styrsky
  Monstrous Races: Second Horde, copyright 2011, Purple Duck Games; Author: 
  Thomas Baumbach.
  Legendary Classes: Covenant Magic, © 2013, Purple Duck Games; Author: David 
  Nicholas Ross.
  Legendary Classes: Rune Magic, © 2013, Purple Duck Games; Author: Josh 
  McCrowell.
  Pathfinder is a registered trademark of Paizo Publishing, 
  LLC, and the Pathfinder Roleplaying Game and the 
  Pathfinder Roleplaying Game Compatibility Logo are 
  trademarks of Paizo Publishing, LLC, and are used under 
  the Pathfinder Roleplaying Game Compatibility License. 
  See  http://paizo.com/pathfinderRPG/compatibility for 
  more information on the compatibility license.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Legendary Classes - Rune Magic.pdf