Rune Carver (Pathfinder Class)


Rune Carver

“I told you not to touch that.” -to a party member shortly after they touched the shiny metal rod.

The world is full of magic and those who can control it. Some see the patterns it forms and how to manipulate it without actually needing to control it themselves. This method often leaves them vulnerable if left without their creations.

Making a Rune Carver

A Rune Carver is one that stays on the back line, may it be lobbing potions or using wands. Their main way of getting ahead is through magical items they create and their vast intellect. Their craftsmanship is one that very few can rival.

Abilities: Intelligence and Dexterity are the two most important abilities for a Rune Carver.

Races: Any.

Alignment: Any.

Starting Gold: 5d6 x 10 gp (average 175gp) In addition, each character begins play with an outfit worth 10 gp or less.

Starting Age: Any

Hit Dice: d6

Table: Rune Carver
Level Base
Attack Bonus
Fort Save Ref Save Will Save Special Runes Known
1st2nd3rd4th5th6th7th8th9th
1st+0+0+2+2 Runes, Efficient Crafting, Focused Craft, Scribe Scroll 8
2nd+1+0+3+3 Brew Potion, Use Poison 9
3rd+2+1+3+3 Craft Wondrous Item, Focused Craft 105
4th+3+1+4+4 Inscribe Magical Tattoo, Craft Magic Arms and Armor 106
5th+3+1+4+4 Craft Wand, Craft Construct, Salvage 1185
6th+4+2+5+5 Focused Craft, Craft Ooze 1186
7th+5+2+5+5 Forge Ring, Swift Carving 12975
8th+6/+1+2+6+6 Inscribe Rune 12976
9th+6/+1+3+6+6 Focused Craft, Craft Rod 1310875
10th+7/+2+3+7+7 Fleshwarper, Runes 1310876
11th+8/+3+3+7+7 Craft Staff 13108766
12th+9/+4+4+8+8 Focused Craft 14119877
13th+9/+4+4+8+8 Simulacrum, Vessel 1512109886
14th+10/+5+4+9+9 Grow Plant Creature 1512109886
15th+11/+6/+1+5+9+9 Focused Craft 161311109976
16th+12/+7/+2+5+10+10 Clone 161311109976
17th+12/+7/+2+5+10+10 171412111010876
18th+13/+8/+3+6+11+11 Focused Craft 171412111010876
19th+14/+9/+4+6+11+11 181513121111987
20th+15/+10/+5+6+12+12 Focused Craft 1916141312121098

Class Skills (8 + Int modifier per level)
Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (All) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Class Features

All of the following are class features of the Rune Carver.

Weapon and Armor Proficiency: Rune Carvers are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.


Rune (Ex):: While not able to actually cast spells, a Rune Carver does know a number of spells that they can craft into an item. Pick 2 spell lists. You may learn runes from these two lists. You know all level 0 spells from these lists. At Level 10 you gain an additional spell list. Aside from the runes you acquire through level, you may also add runes to your list of runes known equal to 1/2(rounded down) your intelligence modifier.


Efficient Crafting (Ex):: A Rune Carver is trained in the ways of crafting efficiently When crafting they may use 5% less gold and take 5% less time per level. (Maximum of 90% at level 18)


Focused Craft (Ex): A Rune Carver chooses Spellcraft or any single Craft skill. They gain a competence bonus equal to his class level when using that skill. At levels 3, 6, 9, 12, 15, 18, and 20 a rune Carver chooses an additional skill to gain this bonus.


Use Poison (Ex): Rune Carvers are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.


Swift Carving (Ex): A Rune Carver has learned the art of writing on the fly. The Rune Carver may craft scrolls as a move action, and as a swift action at level 12.


Salvage (Ex): At 5th level, an artificer gains the ability to salvage the gold piece value from a magic item and use those funds to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer gains the gp value it took to create the item. This value is cannot be spent as gold, it may only be used in the creation of another magic item.


Simulacrum (Ex): The expertise in crafting has allowed a rune carver to use the spell Simulacrum at will. The % reduction from Efficient crafting applies to the material components apply to this.


Vessel (Ex): A Rune Carver learns how to create a Vessel, a soulless duplicate of his body, into which he can project his consciousness. As a full-round action, he may shift his consciousness from his current body to any one of his available Vessel, which must be on the same plane as the alchemist. If killed in a Vessel, he transfers to his own body automatically; if killed in his own body, he is dead. Unused simulacra (including his abandoned original body) appear to be lifeless corpses, though they do not decay. Creating a duplicate costs 500 gp in materials and requires 1 week to grow. The created simulacrum is a creature, not a supernatural effect.


Clone (Ex): After figuring out how biology works a Rune Carver is now able to use the spell Clone at will. The % reduction from Efficient crafting applies to the material components apply to this. The clones made by a rune carver will not rot.


Use Poison (Ex): Rune Carvers are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.


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