Rune Carver (Pathfinder Class)

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Rune Carver[edit]

“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[edit]

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
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
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 10 5
4th +3 +1 +4 +4 Inscribe Magical Tattoo, Craft Magic Arms and Armor 10 6
5th +3 +1 +4 +4 Craft Wand, Craft Construct, Salvage 11 8 5
6th +4 +2 +5 +5 Focused Craft, Craft Ooze 11 8 6
7th +5 +2 +5 +5 Forge Ring, Swift Carving 12 9 7 5
8th +6/+1 +2 +6 +6 Inscribe Rune 12 9 7 6
9th +6/+1 +3 +6 +6 Focused Craft, Craft Rod 13 10 8 7 5
10th +7/+2 +3 +7 +7 Fleshwarper, Runes 13 10 8 7 6
11th +8/+3 +3 +7 +7 Craft Staff 13 10 8 7 6 6
12th +9/+4 +4 +8 +8 Focused Craft 14 11 9 8 7 7
13th +9/+4 +4 +8 +8 Simulacrum, Vessel 15 12 10 9 8 8 6
14th +10/+5 +4 +9 +9 Grow Plant Creature 15 12 10 9 8 8 6
15th +11/+6/+1 +5 +9 +9 Focused Craft 16 13 11 10 9 9 7 6
16th +12/+7/+2 +5 +10 +10 Clone 16 13 11 10 9 9 7 6
17th +12/+7/+2 +5 +10 +10 17 14 12 11 10 10 8 7 6
18th +13/+8/+3 +6 +11 +11 Focused Craft 17 14 12 11 10 10 8 7 6
19th +14/+9/+4 +6 +11 +11 18 15 13 12 11 11 9 8 7
20th +15/+10/+5 +6 +12 +12 Focused Craft 19 16 14 13 12 12 10 9 8

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[edit]

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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