Runecaster


The Runecaster can peer into the future and invoke powerful spell like effects, but they are not an arcane or divine spellcaster. Instead, their power comes from their knowledge of the runes, which they read for insights into the future or “cast” to tap their power directly. They can also attempt to enchant items with the runes, though they are not the artificers that Runecarvers are.
Runecasters can be of any class, but they must have superior knowledge of runic lore and related matters. They must also follow the old beliefs: Norse humans originally learned the runes from Odin, and any dwarf wishing to cast the runes must be a follower of his people’s religion. All Runecasters are humans or dwarves, and normally learn the secrets of the order from a member of their own race.

Requirements
To qualify to become an Runecaster, a character must fulfill all the following criteria:
Region: Norseland or Dwarven Kingdoms
Race: Dwarf or Human
Feats: Read the Runes , Skill Focus (Runecraft)
Skills: Knowledge (arcana) 5 ranks, Speak Language (Norse or One Tongue), Speak Language (Literate), Runecraft 9 ranks.
Other: Pagan or follower of Dwarven Religion

Hit Die: d8
Class Skills: The Runecaster class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Religion) (Int), Perform (Cha), Profession (Wis), Runecraft (Wis), Spellcraft (Int).

Skill Points at Each Additional Level: 2+Int Modifier

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Runes Known

Runes Cast per Day

1st

+0

+2

+0

+2

Runecasting, Runic Insight

2

3

2nd

+1

+3

+0

+3

 

3

4

3rd

+2

+3

+1

+3

 

4

5

4th

+3

+4

+1

+4

Runic Insight (2/week)

5

6

5th

+3

+4

+1

+4

Greater Casting

6

7

6th

+4

+5

+2

+5

 

7

8

7th

+5

+5

+2

+5

Runic Insight (3/week)

8

10

8th

+6

+6

+2

+6

 

10

12

9th

+6

+6

+3

+6

 

12

14

10th

+7

+7

+3

+7

Runic Insight (1/day)

14

16

Weapon and Armor Proficiency: Runecasters are proficient with all Simple and Martial weapons. They are also trained in the use of Light Armor and Shields (except Tower Shield).

Runecasting: If the Runecaster has a Wisdom of 11 or greater they can use their knowledge of Runecraft to cast runes and craft magic items, as described in the Rune Magic section.

Runes Known: The Runecaster can learn how to cast a (maximum) of 2 runes, plus one per point of their Wisdom bonus (if any) per Runecaster level. They can learn additional runes at higher levels, as indicated on the table. To learn a particular rune, the Runecaster must make a successful Runecraft check vs. DC 25. The Runecaster cannot take 10 or 20 on this check, and cannot retry until they gain a new level of Runecaster. If they fail to learn one kind of rune, they can try to learn another, as long as they do not exceed the maximum number of runes they can know.

Runes Cast Per Day: The Runecaster can cast three runes per day, plus one for each point of their Wisdom bonus (if any) per Runecaster level. They can cast additional runes at higher levels as indicated on the table.

Runic Insight: The Runecaster can attempts to gain great insight by successfully Reading the Runes. Such readings are more difficult, and can only be attempted once per week. The Runecaster can attempt such a reading twice a week at 4th level, three times a week at 7th level, and once per day at 10th level. Retries, and taking 10 or 20, are not allowed. The DC of the check depends on the kind of reading the Runecaster would like to make. Each kind of reading has the same effect as a particular divination spell.

Augury: DC 25, you will be answered about a future course of action as in the augury spell, with the Runecraft check replacing the % check in the spell description. The DM makes the check in secret.
Commune: DC 30, if successful, during the reading you can ask a series of questions to a divine source, such as Odin if human, or War or Fate if a Dwarf, to be answered as per the commune spell, thought the answers appear to you through your interpretation of the runes.
Legend Lore: DC varies. You can attempt to recall legends about a an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the DC is 25. If you have only detailed information on the person, place, or thing, the DC is 30, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore result next time). If you know only rumors, the DC is 35, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time).

Greater Casting: At 5th level the Runecaster gains the ability to cast more powerful runes. When they do so, one rune is cast, but it is treated as two with respect to the number of runes that they can cast per day. A rune empowered in this way can either have its duration doubled; its range doubled, or affect twice as many targets as normal.