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Pathfinder 2e Runecaster Guide

The document outlines the Rogue Genius Games' Rune Magic system, detailing the use of runes as a form of magic and the mechanics behind the Runecaster archetype. It describes various runes, their effects, and the prerequisites for utilizing them, as well as the creation and management of runes in gameplay. Additionally, it includes information on rune items and consumables that enhance the runecasting experience.

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0% found this document useful (0 votes)
62 views7 pages

Pathfinder 2e Runecaster Guide

The document outlines the Rogue Genius Games' Rune Magic system, detailing the use of runes as a form of magic and the mechanics behind the Runecaster archetype. It describes various runes, their effects, and the prerequisites for utilizing them, as well as the creation and management of runes in gameplay. Additionally, it includes information on rune items and consumables that enhance the runecasting experience.

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Mathis Leprêtre
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

C redits

Author: Owen K.C. Stephens


Editing: Rogue Genius Games
Illustration: Grandfailure
Project Management and Planning: Lj Stephens
Graphic Design and Layout: Lj Stephens
Bon Vivant and Planning: Stan!
Contents Copyright 2020 Rogue Genius Games
For more information about
Rogue Genius Games, follow us on Facebook:
[Link]/RogueGeniusGames
on Twitter: @Owen_Stephens
All logos are the trademark of Rogue Genius Games, all rights reserved

Product Code: RGG5220Jan03

DESIGNATION OF PRODUCT IDENTITY: DECLARATION OF OPEN CONTENT:


The Rogue Genius Games (RGG) company name All game mechanics, proper names of classes, prestige
and logo; the “52-in-52” and “Rune Magic” names classes, archetypes, feats, skills, spells, magic items,
and logos; all artwork, backgrounds, and logos; all monsters, rituals, artifacts AND OR the names of
trade dress, and graphic design elements. abilities presented within this book are Open Game
Content as described in Section 1(d) of the License.

2
P athfinder 2 e

R une M agic

B efore spells existed, there was a powerful


magic that take the form of runes—written
sigils which serve as containers for magic energies.
Special You cannot select another dedication
feat until you have gained two other feats from the
alchemist archetype.
Runes existed before the first languages were
created, and are a form of writing reality-changing Basic Runecrafting Feat 4
energy. Also known as “true runes,” each of these Archetype Dedication Multiclass
ancient symbols describes a single concept so Prerequisites Runecaster Dedication
powerfully that the mere presence of the rune You gain a 1st- or 2nd-level runecaster feat.
brings some element of that concept into existence.
The ideas of runes as an alternate magic source Basic Runes Feat 4
and characters able to maximize their use were first Archetype Dedication Multiclass
introduced in Master Class: Runecaster. However, Prerequisites Runecaster Dedication
there are far more runes in the universe than can eb You gain a second rune known for use with your
contained in that one product, and it is possible for runecasting class feature.
characters of other classes to gain access to rune
magic through the Runecaster Dedication feat. Advanced Runecrafting Feat 6
Archetype Dedication Multiclass

Multiclass Runecaster Prerequisites Basic Runecrafting


You gain one runecaster feat. For the purposes of

Characters meeting your prerequisites, your runecaster level is


equal to half your character level.
Special You can select this feat more than once. Each
The runecaster archetype is an excellent choice for
time you select it, you gain another runecaster feat.
a character that already has a strong Wisdom score,
and is looking for a few options to increase their Advanced Runes Feat 12
flexibility. In most cases you will want to select runes Archetype Dedication Multiclass
that complement the abilities of your class—selecting Prerequisites Basic Runes
combat-related runes and runecaster feats if you are You gain a third rune known for use with your
primarily a combatant or seeking more information- runecasting class feature.
gathering or spell-related runes if you are primarily
a spellcaster. However, some characters may prefer Runic Resilience Feat 12
to select at least one rune that doesn’t fit well with Archetype Dedication Multiclass
their primary options, specifically to increase the Prerequisites Advanced Runecrafting, Fortitude
characters range of potential actions. trained or expert
Your proficiency with Fortitude saves increases
Runecaster Dedication Feat 2 to expert, or if it was already expert increases to
Archetype Dedication Multiclass master. When you roll a failure at a Fortitude save,
Prerequisites Wisdom 14 you get a success instead.
You put your interest in runes to practical use. You
become trained in spell attack rolls and spell DCs for
primal spells. You also become trained in Scribing N ew R unes
Lore. If you are already trained in Scribing Lore, you The following runes can be used by runecasters
instead become trained in a skill of your choice. (see Master Class: Runecaster), or by characters
You gain the runecaster’s rune lore class feature, who have gained access to the runecasting class
though you do not automatically gain additional feature through multiclass archetype feats. These
languages as you gain level. You also gain the are all added to the runecaster rune list, and can
runecaster’s runecasting class feature, and know a be selected anytime a character with runecasting is
single rune of your choice. allowed to select new runes. 3
R une M agic
A runecaster can create any rune he knows, but if something was covering it, the rune becomes
cannot have more than 3 runes active at a time. If the visible when in use). A rune not actively doing
runecaster creates a new rune in excess of this limit, anything can be concealed as with any small object
a randomly determined previously active rune ends. if there is appropriate cover to do so.
(This does not count as the rune reaching its end End State: Rather than having a set duration, runes
state, the rune and all its effects end immediately.) function until they meet a specific circumstance (or
At each new runecaster level, a runecaster can one of several circumstances) that cause the rune
choose to learn 1 new rune in place of a rune he to end. This is known as the rune’s end state. Each
already knows. In effect, the runecaster loses the old
rune’s end state is defined in the rune’s description.
rune in exchange for the new one. A runecaster must
choose whether or not to swap the runes at the same Dismissing and Dispelling: Unless a rune says
time that he gains new class features for the level. otherwise, you can dismiss it as a manipulate action.
Runes are supernatural abilities governed by the This does not count as the rune reaching its end
following rules. state, the rune and all its effects end immediately.
A rune can be dispelled as if it was a spell with a
Time to Create: Creating a rune varies from a
spell level equal to 1/2 the runecaster’s level, with
single action to a three-action activity, as noted in
a caster level equal to the runecaster’s class level.
each rune entry. Creating a rune has the manipulate
A spell or ability that can remove script or
trait unless the rune says otherwise. Creating a
writing, can also be used to dispel a rune, but only
rune requires some drawing implements, pigments,
if the rune has an effective level no greater than that
and special materials, though the rune magically
of the erasing spell.
adheres to its surface regardless of how ink-resistant
the target is. Artisan’s tools have everything a R unes
runecaster needs to create runes.
The runecaster may choose from the following runes.
Range and Targets: All runes can only be put on
something within reach of the runecaster, unless Backstab: [three-actions] A backstab rune can be placed on a
the rune says otherwise. Once in place, the rune is weapon or a creature able to make attacks without
effective at any range. If placed upon an unattended weapons. The weapon or creature deals 1d6 extra
object, ally, or the runecaster, no attack roll is precision damage to flat-foot creatures. The rune
necessary. If placed upon a foe or an item held by a ends if any attack against a flat-footed creature is a
foe a successful touch attack is required (this is true critical failure, or the extra damage is ever a natural
even if you have an ability that allows you to create 1 (the 1d6 shows a 1).
runes at greater range). Burn: [three-actions] A burn rune can be placed on a weapon
A target cannot have more than one of the same or a creature able to make attacks without weapons.
rune on it, and a runecaster cannot have more than On a successful attack against a creature that has
one rune of the same type active at a time. If the taken fire damage in the past round, the burn rune
runecaster creates a new rune that violates these causes the target to take 1d6 persistent fire damage.
rules, any previous rune of that type ends. (This The rune then ends.
does not count as the rune reaching its end state, the
rune and all its effects end immediately.) Coils: [three-actions] A rune of coils can be placed on
a creature. If the creature attempts to Tumble
Attacks: If a rune allows a creature to make an attack, Through, on a failure it does not trigger reactions
the attack used their primal spell attack proficiency. (though its movement still stops), and on a success
Saves and Skill DCs: If a rune requires a saving throw it does not treat the squares in the space of the foe it
or skill check, the DC is equal to 10 + runecaster DC is tumbling through as difficult terrain.
proficiency bonus + your Wisdom modifier. Compression: [one-action] A compression rune can be placed
Size and Visibility: A rune is roughly the size of on a creature. The creature may attempt to Squeeze,
the palm of your hand (or as close to that as possible even if it not trained in Acrobatics. When the
if placed on a target smaller than that), and glows creature successfully Squeezes, it moves through
with light equal to that of a candle. Any rune placed the tight space at full speed. The rune ends of the
4 on a person or object is obvious when in use (even creature fails or critically fails a Squeeze check.
P athfinder 2 e
Deception: [three-actions] A rune of deception can be placed than your runecaster level, and you must be able to
on a creature. The creature does not require 10 meet any craft requirements it has. An armor runic
minutes or a disguise kit to create a convincing property rune can be placed on a creature or armor,
disguise when attempting to Impersonate, and gains and a weapon runic property can be placed on a
a +2 circumstance bonus to checks to do so. The weapon or a creature able to make attacks without
rune ends after it has been used to Impersonate for weapons. The creature or armor acts as though it
an hour, and any Impersonate effort using the rune has that armor property, a weapon or creature able
ends as well. to make an attack acts as though it has that weapon
property. Each time a creature or armor with an
Devastation: [three-actions] A devastation rune can be placed
armor property is hit by an attack, the rune ends on
on a weapon or a creature able to make attacks
a flat roll of 11. Each time a creature or weapon with
without weapons. The next critical hit scored with
a weapon property success or critically succeeds
that weapon gains access to its critical hit effect.
with an attack, the rune ends on a flat roll of 11.
The rune ends after the weapon scores a critical hit.
This rune may be selected twice—once for an
Dragon: [three-actions] A dragon rune can be placed on armor property, and one for a weapon property,
a weapon or a creature able to make attacks these are considered two different runes for
without weapons. If the creature with the rune, purposes of how many runes you may have active,
or the creature wielding a weapon with the rune, or have targeting a single creature.
successfully Recalls Knowledge about a foe it is
Silence: [one-action] A silence rune can be placed on a
facing and discovers the foe is vulnerable to acid,
weapon or a creature able to make attacks without
cold, electricity, fire, or sonic, the creature or weapon
weapons. The next critical hit scored with that
temporarily changes to do that damage type. The
weapon deafens its target for 1 minute. The rune
rune ends if the creature or wielder fails a Recall
ends after the weapons cores a critical hit.
Knowledge check to identify a foe’s weakness, or 1
minute after it changes a damage type. Web: [two-actions] A web rune can be placed on a weapon
or a creature able to make attacks without weapons.
Horror: [three-actions] A horror rune can be placed on a creature.
When the creature or weapon hits a foe, the foe
The creature gains the Horror Invocation action.
must make a Reflex save. The rune ends if any
Horror Invocation [three-actions]
attack is a critical failure, or if any target makes a
(auditory, emotion, fear, mental)
critical success on their saving throw.
The invoker focuses waves of nightmarish sight
Critical Success: No effect, the rune ends, and
and sound against one creature within 20 feet. The
the target gains temporary immunity to web runes
creature must attempt a Will save.
from that runecaster for 1 hour. Success: No effect.
Critical Success: No effect. The rune ends.
Failure: The target must spend its next action
Success: No effect.
removing webbing from itself, and it gains
Failure: The creature is flat-footed to the invoker temporary immunity to web runes from that
for 1 round. The rune ends. runecaster for 1 hour.
Critical Failure: The creature is frightened 1. Critical Failure: The target must spend its next
The rune ends. action removing webbing from itself.
Lore: [three-actions] A rune of lore can be placed upon any Wind: [two-actions] A wind rune can be placed on a creature.
unattended item. If the item is a magic item, and has The creature must make a Fortitude save. If it is not in
an item level no greater than your runecaster level, contact with the ground or a volume of liquid greater
you can attempt to identify it with the Nature skill than its own volume, it takes a -2 penalty to this save.
as if that was the appropriate Magical Tradition. Critical Success: No effect, and target is
If it is the appropriate magic Tradition, you treat a temporarily immune to wind runes from the same
critical failure as a failure, and a success as a critical runecaster for 1 hour.
success. Once placed the rune lasts for 24 hours and Success: No effect.
cannot be dismissed. Failure: Target is pushed 20 feet.
Runic Property: [three-actions] Select an armor or weapon Critical Failure: Target is pushed up to 40 feet,
property rune. The rune must have a level no greater as the runecaster prefers. 5
R une M agic

R une I tems H eld I tems


In addition to runestones, used to carry and transfer
runes for armor and weapons, other runic items Rune Mark Item 6
exist designed to channel and focus rune magic.
Price 260 gp

C onsumables Usage held in 1 hand; Bulk L


Activate [three-actions] command, interact
Rune Talisman Item 5 This item is a small chit of bone or horn upon which
a single powerful rune has been carved. Each rune
Price 27 gp
mark has one runecaster rune on it, determined at
Usage affixed to a weapon; Bulk – random. The rune can be used once per day.
Activate [one-action]; Trigger You attack an adjacent creature A character with the runecasting class feature can
and haven’t rolled your attack roll. instead treat the rune carved on the rune mark as
Each rune talisman is a strip of leather or silk on an additional rune known. This does not increase
which a rune has been imprinted. The rune must the maximum number of runes the runecaster can
be one that can be placed on a weapon. When you have active at a time.
activate the talisman, the rune is placed on the
weapon, and runs to its normal end state.

6
OPEN GAME LICENSE Version 1.0a Pathfinder Roleplaying Game Adventurer’s Guide © 2017, Paizo Inc.; Authors: Benjamin
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of Bruck, John Compton, Crystal Frasier, Tim Hitchcock, Jenny Jarzabski, Isabelle Lee, Joe Pasini,
the Coast, Inc (“Wizards”). All Rights Reserved. Jessica Price, David Schwartz, and Josh Vogt.
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have Skreyn›s Register: The Bonds of Magic, © 2002, Sean K Reynolds.
contributed Open Game Content; (b)”Derivative Material” means copyrighted material including The Book of Experimental Might, © 2008, Monte J. Cook; All rights reserved.
derivative works and translations (including into other computer languages), potation, modification, The Book of Fiends, © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris
correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in Pramas, and Robert J. Schwalb.
which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce,
license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open The Book of Hallowed Might, © 2002, Monte J. Cook.
Game Content” means the game mechanic and includes the methods, procedures, processes and Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark
routines to the extent such content does not embody the Product Identity and is an enhancement Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis
over the prior art and any additional content clearly identified as Open Game Content by the Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
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Pathfinder Roleplaying Game Ultimate Combat, © 2011, Paizo Publishing, LLC; Authors: Greene and Patrick Lawinger.
Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney- Age of Ashes Player’s Guide © 2019, Paizo Inc.; Authors: James Jacobs, with Amanda Hamon.
MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner,
Pathfinder Roleplaying Game Ultimate Intrigue, © 2016, Paizo Inc.; Authors: Jesse Benner,
Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.

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John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson,
Amanda Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob Pathfinder Lost Omens Character Guide (Second Edition) © 2019, Paizo Inc.; Authors:
McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, John Compton, Sasha Lindley Hall, Amanda Hamon, Mike Kimmel, Luis Loza, Ron Lundeen,
Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer. Matt Morris, Patchen Mortimer, Andrew Mullen, Mikhail Rekun, Micheal Sayre, Owen K.C.
Pathfinder Roleplaying Game Ultimate Magic, © 2011, Paizo Publishing, LLC; Authors: Jason Stephens, Isabelle Thorne, and Linda Zayas-Palmer.
Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney- Rune Magic, PF2 © 2020, Owen K.C. Stephens; Author: Owen K.C. Stephens. Project manager
MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. and Planning: Lj Stephens. Bon Vivant: Stan!

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