Runic Knight
"Now! This is it! Now is the time to choose! Die and be free of pain or live and fight your sorrow! Now is the time to shape your stories! Your fate is in your hands!"
Alignment: Any
HD: d12
Class Skills: Balance, Climb, Concentration, Craft, Decipher Script, Jump, Knowledge (any), Listen, Search, Sense Motive, Spellcraft, Spot, Swim, Tumble.
Skps/Level: 2+Int
BAB: Good(1/1)
Saves: Fort good Reflex poor Will good
Level, Benefit
1 Spellcasting, Armored in Runes, Eschew materials, Aura of Defense
2 Designate Opponent, Runic
3 Aura of Resilience
4 Runic Burst, Mettle
5 Aura of Alliance, Nauseating strike
6 Fast Casting, Draw Fire,
7 Runic Bliss, Aura of Resistance
8 Dazing Strike
9 Expanded Aura, Runic Breach
10 Runic Flow, Aura of Bannwiderstand
11 Runic Retort,
12 Proactive Defense, Runic Restoration
13 Helpless Strike
14 Runic Twist, Runic Shift
15 Runic Sealstrike
16 Aura of Reality, Decoy
17 Runic Restrict
18 Runic Entwine
19 Runic Sphere
20 Arcanum
Weapon and Armor Proficiency : All simple and martial weapons, no armor no shields
Spellcasting:A Runic Knight is an Arcane Spellcaster with the same spell per day as a wizard, except that he gains no more than three spell slots per level. A Runic Knights spells are drawn from the Runic Knights list. When you gain access to a new level of spells, you automatically know all the spells for that level on the Runic Knight's list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list.
To cast a Runic Knight spell, she must have an Intelligence at least equal to 10+ the spell level. The DC of the Runic Knight's spells are Intelligence based and the bonus spells are Intelligence based.
Auras: Aura bonuses from multiple runic knights overlap. Aura functions while the Runic Knight is conscious, but not if she is unconscious or dead.
Armored in Runes (su): The Runic Knight has a +3 armor bonus to AC, that also adds to her touch AC and incorporeal touch AC. This bonus improves by +1/3 class levels.
Aura of Defense (Su):a RK gains a resistance bonus to saving throws equal 2 + 1/5 class levels. All allies within close range gain half this bonus.
Eschew materials: gains Eschew materials as a bonus feat.
Designate Opponent (Ex): as a swift action, a RK may mark an opponent as their primary foe. This foe must be within medium range and be able to hear the RK challenge. If the target creature inflicts any damage on the RK before the Knight's next turn, the attempt fails. Otherwise, any attacks the Knight uses against the opponent during her next turn inflict an extra d6 of damage for every 3 levels of RK. This effect ends at the end of her next turn, or when she has struck her opponent a number of times equal to the number of attacks normally alloted by her BAB.
Runic (su): at 2nd level, a RK can attempt to counter-spell any spell or spell-like ability within medium range. This counts off as an attack of opportunity for the round. Unlike readying a normal counter-spell action, when using runic, a RK doesn't need to have an appropriate spell or dispel magic available. Instead whenever any caster attempts to cast a spell or creature attempts to use a spell-like ability, she makes a dispel check against the spell or spell-like ability. (unlike dispel magic, this dispel check has no cap.) If she succeeds, she absorbs the spell or spell-like ability, and it has no effect, as if she'd countered it. This energy lingers in her body for 1 round. This energy can be used to fuel her other runic abilities. This a successful use of this ability also uses up a spell slot equal to the spell that was absorbed this includes any cost due to metamagic.
Since you use Runic in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one).
Aura of Resilience (su): a RK gains DR X/-, where X equal half her RK levels + 2 (round down), your allies with in Close range gain half this bonus (round down)
Runic Burst (Su): as a standard action , a RK gathers the spell energy absorbed through runic into her runic weapon and thrusts it out at a creature with in close range as a ranged attack, creating a single burst of energy. A successful hit deals +1d6 of force damage per level of the spell absorbed. She may also use her own spell to fuel this ability without any increase of time (having your spell absorbed is part of the action)
Mettle (Ex): A RK who succeeds at a Fortitude Partial or Willpower Partial save takes no effect as if she had immunity.
Aura of Alliance (Su): A RK gains immunity to compulsion and charm effects. All allies within close range gain a +4 bonus to saves verses compulsion and charm effects.
Dazing strike (Ex): As a swift action, any opponent that you strike with damage from Designate Opponent must make a Will save (DC=10+ 1/2 RK level+ Int). If successful there is no effect. If the save is failed than the target is dazed for 1 round.
Fast Casting (Ex): A runic knight can cast any spell on her list from the Abjuration school as a swift action.
Draw Fire (Ex): A RK can exploit the weakness of unintelligent opponents. With a swift action, she may pique the interest of any mindless opponent within medium range. That creature must make a Will save (DC 10 +1/2 HD+ RK's Con mod) or spend all of its actions moving towards or attacking the Knight. This effect ends after a number of rounds equal to the RK's class level.
Runic Bliss (Su): as a move action, a RK disperses the spell energy absorbed through their body to heal wounds. The RK and all allies within close range heal an amount of damage equal to 1d6 per spell level absorbed. She may also use her own spell to fuel this ability without any increase of time (having your spell absorbed is part of the action).
Aura of Resistance (Su): A RK gains energy resistance to all energy types equal to 2xRK level. All allies within close range get half this bonus.
Nauseating Strike (Ex): As a swift action, any opponent that you strike with damage from Designate Opponent, they must make a Fort save (DC=10+ 1/2 RK level + Int). If successful there is no effect and damage is resolved as usual. If the save is failed than the target is nauseated for 1 round
Expanded Aura: All Auras of the RK increase their range to medium.
Runic Breach (Su): as a standard action, a RK gathers the spell absorbed through runic and thrusts it out to a creature within medium range as a ranged touch attack, forcing the creature to make a Fort save (DC 10 + 1/2 RK class level+ Int mod). Success indicates that the energy of the absorbed spell is used up with no effect. Failure indicates that the creature's SR is lowered by 3 x spell absorbed for a number of rounds equal to the RK Int mod+1 (min 1). She may also use her own spell to fuel this ability without any increase of time (having your spell absorbed is part of the action)
Runic Flow: You may combine two runic effects as a standard action, you need one spell to fuel each of the effects. You may choose a new target for the second runic ability.
Aura of Bannwiderstand (Su): A RK gains SR equal to 12+ RK level. All allies within close range gain the same bonus.
Runic Retort (Su): Instead of absorbing the spell with runic it is reflected back as per Spell Turning effect. The spell retorted cannot be used to fuel other runic abilities.
Proactive Defense (Ex): A RK can cast any spell on her list from the Abjuration school as an immediate or swift action.
Runic Restoration (Su): as a standard action, a RK can recover an amount of ability damage or drain equal to the level of the spell absorbed. She may also use her own spell to fuel this ability without any increase of time (having your spell absorbed is part of the action)
Helpless strike (Ex): As a swift action, any opponent that you strike with damage from designate opponent, they must make a Reflex save (DC +1/2 RK level+Int). If successful there is no effect and damage is resolved as usual. If the save is failed than the target is helpless for 1 round.
Runic Twist: You may combine three runic effects as a standard action you need one spell to fuel each of the effects. You may choose a new target for the second and third runic ability.
Runic Shift (Su): as a swift action you can teleport yourself and everything you are physically carrying up to a number of feet equal to (10 times the absorbed spell's level) +10 in any direction. She may also use her own spell to fuel this ability without any increase of time (having your spell absorbed it part of the action)
Runic Seal-strike (Su): as a standard action, a RK can channel the spell energy absorbed through runic to allow her to sever her target's access to its spells. This can target any creature within medium range. The target makes a Reflex save (DC=10+1/2 RK level+ Int). If successful the creatures take no effect from this ability. If the creature fails then it is subject to a personal anti-magic field that prevents all spell casting, spell-like abilities and suppresses all supernatural abilities for 1d4 rounds. She may also use her own spell to fuel this ability without any increase of time (having your spell absorbed is part of the action)
Aura of Reality (Su): An RK gain immunity to mind affecting spells and effects. All allies within close range gain a +4 to saves verses mind affecting spells and effects.
Decoy (Ex): A RK can exploit the weakness of many opponents. With a swift action, she may pique the interest of any number of opponents within medium range. Each creature must make a Willpower save (DC 10 +1/2 HD+ RK's Con mod) or spend all of its action moving towards or attacking the Knight. This effect ends after a number of rounds equal to the RK's class level.
Runic Restrict (Su): as a standard action, a RK prevents all [Teleport] effects from entering or exiting within long range of your location. This last a number of round equal to the absorbed spell's level. She may also use her own spell to fuel this ability without any increase of time (having your spell absorbed it part of the action)
Runic Entwine: You may combine four runic effects as a standard action you need one spell to fuel each of the effects. You may choose a new target for the second, third, and fourth runic ability.
Runic Sphere(Su):as a standard action , a RK gathers the spell energy absorbed through runic into her runic weapon and thrusts it out at all creatures with in medium range in an area of a 20-ft.radius spread, creating a single sphere of energy. A successful hit deals 1d6 of force damage + 1d6 per level of the spell absorbed a Reflex save (DC=10+spell absorbed+Int) for half damage. She may also use her own spell to fuel this ability without any increase of time (having your spell absorbed is part of the action)
Arcanum (Su): As a full round action, a RK can channel the spell energy absorbed through runic to allow her to sever her target's access to all magic and bolster her allies. This can target any creature within close range. The target makes a Will save (DC=5+[total spell levels absorbed]+ Int). If successful the creatures take no effect from this ability. If the creature fails then it is subject to a personal anti magic field prevents all spell casting, spell-like abilities and suppresses all supernatural abilities and a personal Mage's Disjunction for 1 round. Also all allies within close range gain the benefits of auras as though they were a runic knight for the same amount of time. She may also use her own spells to fuel this ability without any increase of time (having your spells absorbed is part of the action)
Runic Knights Spell list