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3rd Edition
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The Runeweaver is loosly based on the godlike races found in the Death Gate Cycle series:

They say that all magic comes from the same source. This isn't true. Arcane magic tends to come from one of two sources. Dragons, the most ancient of mortal creatures, carry with them the knowledge and power that grants even the most humble creatures extraordinary abilities and skills. The immortals, often called gods but known by other names, can concentrate arcane energies into places. Arcadia is an example of one such concentration. These focus points leech energy that flows into other places and infects other creatures granting them arcane ability.

Unknown to most, there is a third source of Arcane magic. When the multiverse was young and few gods existed at the beginning, the line between arcane and divine was nonexistent. The very old gods retain the ability to grant arcane power directly to their chosen. Unlike Divine energy, Arcane energies require the recipient to have the knowledge and will to shape the power. These powers are the very energies that formed reality. Those casters who are granted a glimpse into these ancient arcane powers can warp reality in ways that make normal arcane casters seem like charlatans. In Traykon, Yggdrasil taught a select few how to manipulate the runes of creation. These select few became Runeweavers, beings of such great power that they nearly destroyed the world.


Abilities: Intelligence determines how powerful a rune he can throw, how many runes he can throw, and how hard those runes are to resist.  To throw a rune, a runeweaver must have an Intelligence score of 10 + the rune's level.  In addition, the runeweaver gains extra runes based on their Intelligence score.  The Difficulty Class of a saving throw against a runeweaver's runes is 10 + the rune's level + the runeweavers Intelligence modifier.
Alignment: Any nonchaotic
Hit Dice: d6
Class Skills: The runeweaver's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points: 4 + Int modifier
Runeweavers are affected by T'lor's Curse.
Starting Gold
: 2d6 x10 (average 80 gp)

Weapon and Armor Proficiency:  Runeweavers are proficient with simple weapons.  They are not proficient with any type of armor or with shields. Armor of any type interferes with a runeweaver ’s gestures, which can cause his spells to fail.

Class Level

Base Attack Bonus

Fort. Save Ref. Save Will. Save


Spells per Day *
1 2 3 4 5 6 7 8 9



+0 +0 +2 Cantrip, Glyph, Runeweaving 2 - - - - - - - -



+0 +0 +3 Bonus Feat 3 - - - - - - - -



+1 +1 +3 Runecrafting 3 0 - - - - - - -



+1 +1 +4 3 1 - - - - - - -



+1 +1 +4 Bonus Feat 3 2 0 - - - - - -



+2 +2 +5 Scribe Tatoo 4 2 1 - - - - - -



+2 +2 +5 4 3 2 0 - - - - -



+2 +2 +6 Bonus Feat 4 3 2 1 - - - - -



+3 +3 +6   4 3 3 2 0 - - - -



+3 +3 +7 4 4 3 2 1 - - - -



+3 +3 +7 Bonus Feat 5 4 3 3 2 0 - - -



+4 +4 +8   5 4 4 3 2 1 - - -



+4 +4 +8 5 4 4 3 3 2 0 - -



+4 +4 +9 Bonus Feat 5 5 4 4 3 2 1 - -



+5 +5 +9   5 5 4 4 3 3 2 0 -



+5 +5 +10   6 5 5 4 4 3 2 1 -



+5 +5 +10 Bonus Feat 6 5 5 4 4 3 3 2 0



+6 +6 +11   6 6 5 5 4 4 3 2 2



+6 +6 +11   6 6 5 5 4 4 4 3 3



+6 +6 +12 Bonus Feat 6 6 6 5 5 4 4 4 4

* When 0 spells per day of a given spell level are indicated, the runeweaver gains the use of only the bonus spells he would be entitled to based on his Intelligence score for that spell level.

Spells: For a Runeweaver, learning new runes is akin to unlocking the secret laws of reality. Each rune represents a new source of power that falls under the Runeweaver ’s control. Runes fall into three categories: target runes, effect runes, and meta runes. Runeweavers arrange these runes to cast powerful and diverse incantations known as Runes of Power.

Runeweavers begins play knowing all of the target runes — even those that they cannot yet use due to the level restriction — as well as the boost meta rune. These runes are learned as part of their most basic training.

In addition to the basic allotment, each Runecweaver also begin play knowing a number of effect or meta runes equal to the number indicated on their Spells Known tables. Whenever they gain a level, they gain new effect or meta rune based on the same table.

Runeweavers choose their runes from the Runeweaver rune list.


Runes Known
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3 1
4th 6 3 2
5th 6 4 2 1
6th 7 4 3 2
7th 7 5 3 2 1
8th 8 5 4 3 2
9th 8 5 4 3 2 1
10th 9 5 5 4 3 2
11th 9 5 5 4 3 2 1
12th 9 5 5 4 4 3 2
13th 9 5 5 4 4 3 2 1
14th 9 5 5 4 4 3 3 2
15th 9 5 5 4 4 4 3 2 1
16th 9 5 5 4 4 4 3 3 2
17th 9 5 5 4 4 4 3 3 2 1
18th 9 5 5 4 4 4 3 3 3 2
19th 9 5 5 4 4 4 3 3 3 3
20th 9 5 5 4 4 4 3 3 3 3

Cantrips: Runeweavers learn a number of cantrips, or 0-level spells, as noted on Table: Runes Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Glyph: A Runeweaver may spend 10 minutes to inscribe a rune upon any surface using some method of semi-permenant marking as if casting a spell. The rune level is calculated as normal for the Glyph and the Runeweaver must expend a spell slot of the appropriate level for as long as the rune remains unspent. 0 level Runes consume a 1st level spell slot when used in a Glyph. The spell slot can only be regained if the runeweaver abandons or expends the Glyph and then gets their normal rest to recover spells. As a swift action, the Runeweaver can activate the Glyph as if they had just cast the spell with a simple touch. Any targets dictated by the spell are selected at the time the glyph is expended and not when it is being created. Glyphs occupy a minimum area roughly equivalent to their caster level in square inches.


Arranging Runes of Power: A runeweaver still has spell slots, just like other members of his class, but he uses them differently. Each spell slot holds a rune or allows a runeweaver to arrange a number of runes of power into one. The level of the runeweaver’s rune is determined by the arrangement of runes. Each rune of power has a level associated with it and, in some cases, restrictions on what other runes can be arranged in a rune with it.

The level of a rune is also the minimum level of the spell slot that can be used to arrange that rune into a rune. A runeweaver spontaneously casts spells and he can arrange his runes as he casts them. Each rune is made up of an arrangement of two or more runes of power, including one target rune, one or more effect runes, and possibly a number of meta runes.

Target Rune: This rune determines the range of a rune, how the rune manifests, and what it can affect. If the rune has an area, it affects every creature in the area defined by the target rune. If it has targets, it affects the specific targets described by its rune. A rune can have only one target rune.

Effect Rune: Effect runes determine what effect a rune has when cast. They also determine the schools of the rune and its duration, saving throw, and spell resistance, if any. A rune can have more than one effect rune, even ones from different schools of magic. In this case, the spell counts as both schools of magic.

Effect runes are split into groups of similar runes. A rune typically cannot have more than one effect rune from the same group, but there are exceptions. A rune can have more than one effect rune from the Detection group, but cannot have a rune with an effect rune from the Detection group and an effect rune from any other group.

Meta Rune: This rune modifies the rune in some way, often by increasing either its duration, range, or components. It can also boost certain target or effect runes, changing the rune’s overall effect. Unlike with other runes, a runeweaver can only use meta runes a number of times per day equal to half his caster level in his runecasting class (minimum 1). A rune does not need to contain a meta rune.

A rune can have multiple meta runes arranged within it so long as each target rune and each effect rune are modified by only one meta rune apiece. For example, a rune arranged with two effect runes could have up to three meta runes, so long as each meta rune modifies a different target and effect rune.

Casting runes: Casting a rune is similar to casting a standard spell. Each rune is assumed to have a somatic, and verbal component. Runes take one standard action to cast and provoke attacks of opportunity as normal unless the caster casts the rune defensively. The DC for casting a rune defensively is the same as it is for a spell of the same level. The DC for any saving throw called for by the rune is calculated the same way as for any other spell of that level. A runeweaver uses her Int to determine the rune DC.

Casting a rune is almost exactly the same as casting an ordinary spell. A rune can be dispelled and disrupted, and casting one provokes attacks of opportunity, just like any other spell, unless the runeweaver casts the rune on the defensive, which also requires a concentration check as normal. There are two major differences to casting a rune: counterspelling and schools.

Counterspelling runes: If a runeweaver is attempting to counter another rune, she can make a Spellcraft skill check as normal to identify the rune as it is being cast and then cast an identical rune to counter it. This means that the opposing runeweaver must know all of the effect runes of the rune and either have an identical rune prepared or have an available spell slot of an equal or higher level. If the rune contains multiple effect runes, but the opposing caster only knows one of the runes (or only has a rune with one of the effect runes prepared), that caster can still attempt to counter the rune, but this functions as if using dispel magic and does not come with the guarantee of success. The opposing caster must make a dispel check to counter the rune. She must still expend a spell of the same or higher level containing at least one rune of the rune to be countered.

If a runeweaver is attempting to counter the spell of a normal spellcaster, she must make a Spellcraft skill check to identify the school of the spell being cast. She can then counter that spell using any rune so long as it is of an equal or higher level than the spell being cast and contains at least one effect rune of the same school as the spell. This works like a dispel magic counterspell attempt, and the runeweaver must make a dispel check to counter the spell with a -2 DC. If a spellcaster attempts to counter a rune, she must use a spell of an equal or higher level that is of the same school as one or more of the effect runes in the rune being cast. This too works like a dispel magic counterspell attempt, and the spellcaster must make a dispel check at +2 DC to counter the rune.

Rune Schools: If a rune has more than one effect rune, it can belong to more than one school, although it never benefits from effects based on school (such as Spell Focus) more than once. It can take penalties based on school more than once; for example, if a target has a bonus on saving throws against necromancy and illusion spells, that character would add both bonuses on the saving throw if the rune is of both schools.

Rune Saving Throws: The type of saving throw for a rune is determined by the highest-level effect rune used that allows a saving throw. If the save is successful, it applies to both effect runes, but the result for each rune can vary based on the individual rune. If the save fails, the target takes the full effect of both effect runes. The save DC is equal to 10 + the rune’s level (not the effect rune’s level) + the runeweaver’s Intelligence modifier.

For example, if a 5th-level rune contains a 2nd-level effect rune that allows a Ref lex save for half and a 4th-level effect rune that allows a Will save to negate, targets of the rune make a Will save with a DC of 15 + the caster’s Int modifier. If the save is successful, the target takes half the normal effect from the 2nd-level rune and negates the 4th-level rune. If the save fails, the target takes the full effect of both effect runes.

Runes and Spell Resistance: If the rune uses more than one effect rune, and any of those runes allow spell resistance, the resistance applies to all of the effect runes of the rune. A rune only ignores spell resistance if all effect runes ignore spell resistance.

Multiple Effect Runes and Damage: If more than one effect rune causes the rune to deal damage, the total number of dice of damage the rune can deal can be no greater than the rune’s caster level. The caster can decide which dice belong to which effect rune, in any combination, so long as the total number does not exceed his runeweaver level and the number of dice allocated to a specific effect rune does not exceed its maximum.

Multiple Effect Runes and Duration: If a rune has more than one effect rune, the shortest of all the effect runes’ durations is used for all of the effect runes.

Magic Item Creation: It is possible to create magic items using the runes of power system, but since the caster meets none of the spell prerequisites, this process is more difficult than the standard method of magic item creation. This process is covered under the Runecrafting ability.

Runecrafting: Runeweavers have a unique way of crafting magical items which is discussed HERE.

Scribe Tatoo - A Runeweaver at later levels has the ability to Scribe Tatoos as if they were Runeweaver Scrolls. The cost for the scribing is 1/2 gp for a normal scroll. A Runeweaver may scribe as many as 2 x Runeweaver level in spell levels on themselves.


Runeweaver Bonus Feats

A Runeweaver gains a bonus feat at 2nd Level and every 3 levels in Runeweaver after that. The feats must be chosen from the following list.

Name Prerequisites Description
Arcane Armor Mastery Arcane Armor Training, Armor Proficiency, Medium, caster level 7th Reduce your arcane spell failure chance by 20%
Arcane Armor Training Armor Proficiency, Light, caster level 3rd Reduce your arcane spell failure chance by 10%
Arcane Strike Ability to cast arcane spells +1 damage and weapons are considered magic
Augment Summoning Spell Focus (conjuration) Summoned creatures gain +4 Str and Con
Brew Potion Caster level 3rd Create magic potions
Combat Casting - +4 bonus on concentration checks for casting defensively
Craft Magic Arms and Armor Caster level 5th Create magic armors, shields, and weapons
Craft Rod Caster level 9th Create magic rods
Craft Staff Caster level 11th Create magic staves
Craft Wand Caster level 5th Create magic wands
Craft Wondrous Item Caster level 3rd Create magic wondrous items
Extra Rune * - Add one effect rune from your rune list to your list of runes known.
Forge Ring Caster level 7th Create magic rings.
Greater Spell Focus Spell Focus +1 bonus on save DCs for one school
Greater Spell Penetration Spell Penetration +2 bonus on level checks to beat spell resistance
Meta Rune Mastery * - You can use meta runes three additional times per day.
Scribe Scroll Caster level 1st Create magic scrolls
Spell Focus - +1 bonus on save DCs for one school
Spell Penetration - +2 bonus on level checks to beat spell resistance

* Runeweaver Feats

Extra Rune
You have uncovered a new rune of power.
Prerequisites: Runeweaver level.
Benefit: Add one effect rune from your rune list to your list of runes known. This is in addition to the number of runes normally gained at each level. You may instead add two runes from your rune list to your list of runes known, but both of these runes must be at least one level lower than the highest level Rune you can cast. Once made, these choices cannot be changed.
Special: You can take this feat multiple times.
Meta Rune Mastery
You are skilled at using meta rune to enhance your runeweaver ability.
Prerequisites: Runeweaver.
Benefit: You can use meta runes three additional times per day. In addition, select one additional meta rune and add it to your list of words known.

Ex-Runeweavers: A runeweaver who becomes chaotic in alignment cannot progress in levels as a runeweaver, though he retains all his runeweaver abilities.

This is a custom class created by Bryan Rutherford

Open Gaming Lisence


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