Classes/Runesmith

=Runesmith= Hit Die: d10

Type: Hybrid

Prerequisites: Profession 5 ranks

Skill Ranks Per Level: 4 + Int modifier.

Class Features
The following are class features of the runesmith.

Weapon and Armor Proficiency (Ex)
Runesmiths gain no additional proficiencies with any weapon or armor.

Casting (Su)
A runesmith may combine spells and talents to create magical effects, and uses her choice of Intelligence or Wisdom as her Casting Ability Modifier. In addition if this is the runesmith’s first level in a casting class, she gains a single discipline feat she qualifies for, and may choose her casting type (see Casting Types under the Magic rules).

If the runesmith already possesses the Magical Diagram (component) discipline feat, she gains the Trap Rune and Remote Activation runeforge talents (see the Complex Design class feature). If she later gains this discipline feat, and has already selected those runeforge talents she gains an additional selection for each of these talents she already possessed.

Caster’s Concentration (Ex)
As a spellcaster, a runesmith gains ranks in the Concentration skill equal to her class level.

Mystic Pool (Su)
A runesmith gains a mystic pool which contains a number of mystic points equal to her levels in hybrid classes. A mystic pool may be used as a stamina or a spell point pool, though it does not stack with either when determining the size of either pool. The mystic pool restores itself after a long rest.

At 3rd level, and every 3 levels thereafter, the capacity of the mystic pool increases by an additional 1. If she obtains a mystic pool from another class or source she may combine the pools and their levels together for this purpose to determine the total capacity of the mystic pool.

Classes with a mystic pool count as both Martial and Casting classes for the purposes of determining MPB and SPB.

Implements (Su)
Runesmiths may use any tool which can be used by a Profession skill she has ranks in as an implement.

Magic Talents (Su)
Runesmiths gain a magic talent at 2nd level and every 2 levels thereafter. Each magic talent may be used to learn a new spell or talent which they qualify for.

Forge Rune (Su)
Starting at 1st level, the runesmith can forge a special rune that creates a spell effect. Forging a rune requires 1 hour of uninterrupted work, and the rune is inscribed upon an object chosen by the runesmith.

A rune functions similarly to a spell charge made by a prepared caster, in that the spell and any talents modifying it are set at the time of creation. When forging a rune, the runesmith imbues it with a single spell and may apply a number of talents up to her class level. If the runesmith is a prepared caster, she may choose any spell or talent from her spell source even if she has not prepared those spells or talents that day. If the runesmith is a spontaneous caster, she may choose spells or talents from among those that she knows or any that are provided by a willing spellcaster that assists during the creation process (an assistant that is a prepared caster must have those spells or talents prepared, but does not need to have an assembled spell charge containing those spells or talents).

Once a rune has been inscribed it must be charged. A rune can be charged as a standard action that does not provoke attacks of opportunity, by holding the inscribed object in hand, or touching it with an open hand, and spending stamina or spell points equal to the spell point cost of the contained spell (including any modifications to this cost from applied talents such as the Empower Spell meta talent).

Activating a charged rune requires the inscribed object to be held in hand, or touched with an open hand. This takes the same action as would be required to cast the spell contained in the rune (including any modifications to this action from applied talents such as the Quicken Spell meta talent). Activating a rune follows the same restrictions that apply to activating a magic item, and the spell effect is not affected by any discipline feats that the runesmith possesses. If the spell calls for a melee attack roll (such as a touch attack), the attack is made with the inscribed object (an immobile inscribed object, such as a statute or a castle wall, can only affect targets that touch the object with touch-range spells). Once a charged rune has been activated, it is no longer charged.

A runesmith adds her class level to her BCB and SPB to determine the BCB and SPB of a rune (up to a maximum of the runesmith’s hit dice), and use the runesmith’s CAM for all purposes. An enhancement gem may be applied to an inscribed object as if it were an implement.

Any creature can charge a rune, but runes can only be activated by creatures with the Forge Rune class feature. A rune can be destroyed by breaking the inscribed object or by defacing it (requiring a sunder check if attended); a rune 2 hit points per BCB of the contained spell and, when charged, hardness equal to the runesmith’s CAM. Charging a rune restores half its maximum hit points.

The number of runes that the runesmith can have at one time increases by 1 at 3rd level, and every 2 levels thereafter. These runes may be inscribed upon the same object. When the runesmith forges a new rune, any previous runes in excess of her maximum fade away, losing any unspent charge that they contained.

Overcharge Gem (Su)
At 1st level, the runesmith can spend a spell point as a swift action to increase the existing enhancement bonus on a piece of wielded or worn equipment (or to the enhancement gem applied to it) by an additional +1 for 1 minute per class level; this may go above the normal +5 maximum on enhancement bonus.

At 3rd level, she may spend a second spell point to apply this increase to a number of items equal to her class level.

At 5th level, when activating this ability she may choose to either increase the duration to 1 hour per class level, or to instead increase the bonus to +2 but reduce the duration to 1 minute. She may make this choice for each item individually, but may not apply both effects to the same item.

Complex Design (Su)
At 2nd level, and every level thereafter, the runesmith gains a runeforge talent which makes the runes she creates even more intricate.

For a list of available runeforge talents, see List - Runeforge talents.

Power Seal (Su)
At 2nd level, the runesmith can spend a spell point as a swift action to add a +1 special ability to a piece of wielded or worn equipment (or to the enhancement seal applied to it) from the appropriate list for 1 minute per class level; this may bypass the normal +5 maximum on cost for special abilities.

At 4th level, she may instead add either a +2 special ability or two +1 special abilities to the item.

Seal Power (Su)
At 3rd level, the runesmith may modify an enhancement seal by exchanging the special abilities it grants with the special abilities of another seal, as long as the total value of the bonus does not change (for example: a +4 seal with a +3 and a +1 abilities could exchange the +1 ability with one of the +1 abilities on a +2 seal, but could not move the +3 ability to the +2 seal, nor could it gain another ability to bring its own bonus to +5). This exchange can include more than two seals, as long as the final result does not change the overall bonus on each. The resulting seal may include abilities which are only valid when applied to conflicting equipment types; if so, those abilities fail to function unless the seal is placed on an item of the appropriate type. Modifying seals in this way takes a number of hours equal to the combined bonus value on all special abilities being transferred (thus, exchanging two +1 abilities would take 2 hours, and exchanging a +3 ability with a +2 and a +1 would take 6 hours).

Charge (Su)
At 4th level, the runesmith may charge a rune as a move action, rather than a standard.

Discharge (Su)
At 5th level, the runesmith may activate a rune as a swift action whenever she succeeds on an attack roll using the inscribed object (if her inscribed object is a melee or thrown weapon), whenever she reloads her weapon (if it is a ranged weapon), or as an immediate action when hit by an attack (if it is a worn item). Additionally, she may activate a rune as part of redirecting the damage from an attack to her armor (if it is her armor or shield), but the target of the spell must be either herself or the attacking creature.