Runesmith

General Description
The Runesmith is a warrior who is adept at channeling arcane energy with Runes he blacksmiths onto his armor.

Skills
The Runesmith starts with 1 Level in the following Skills:

Scholarship, Persistant Magic

Aswell as 1 Level in Blacksmithing

Proficiencies
The Runesmith is proficient with one chosen martial weapon, as well as all simple weapons.

The Runesmith is proficient with every kind of Armor known in his home region.

Special Ability Progression
= Abilities =

Runesmithing
The Runesmith can spent 16 hours (2 working days) to change or add a rune to his Armor or Weapon. He needs appropriate forging material and a workingplace to do this.

A maximum of 5 Runes can be added to the Runesmith's armor and weapons. The Runesmith has to declare, where to place his runes. There is no limit to the Runes the Runesmith can put on a single armorpiece, however he may only have 5 Runes total.

At Level 1 the Runesmith chooses 3 different kinds of runes. He may only use or forge runes of a kind that he has chosen.

The Different kind of basic runes are:

Fire (f / F), Steel (s / S), Blood (b / B), Earth (e / E), Spirit (i / I)

Runeactivating
The Runesmith can cast spells by activating runes to gather power from them. When the power in a rune is spent, he cannot use this rune again until it is recharged.

A Runesmith can use 1 Action to recharge a Rune. This provokes Attacks of Opportunity.

Rune Specialization
When unlocking a Rune specialization, the Runesmith either chooses a Rune-Type he does not already know and learns it, or he chooses a type of rune he already knows. In this case runes of this type are concidered "Greater Runes", which are needed for some spells. (indicated with a capital letter in the Activation Cost of a spell)

Meteor Stomp [eeF]
2 Actions

The Runesmith jumps 2 + (1/2 per level) Ares high and up to his movement speed far. Upon landing he deals and receives the normal falling damage.

Molten Strikes [f]
1 Quick Action

The Runesmith enchants his weapon with fire. When he deals damage, he deals an additional 1 Fire damage per level on each damage instance. Lasts 2 rounds.

When [F] is used instead of [f], the effect lasts 4 rounds instead.

Enlarge weapon [ss]
1 Quick Action

The Weapon of the Runesmith enlarges, however without feeling heavier. The Weapon deals damage as if it were one size category larger. This effect lasts 2 rounds.

When [SS] is used instead of [ss], the effect lasts 4 rounds instead.

Glyph of Fire (unique)
Whenever you cast a spell by consuming one or more Fire Runes, recharge up to one Fire Rune.

Glyph of Steel (unique)
Whenever you succesfully parry or block, recharge up to one Steel Rune.

Glyph of Blood (unique)
Whenever you deal damage with a melee-weapon, recharge up to one Blood Rune in your armor.

Glyph of Earth (unique)
At the end of each round, if you did not move more than 1 Ares this turn, recharge up to two Earth Runes.

Glyph of Spirits (unique)
//TODO

Glyph of Healing
At the beginning of each round, you heal 1/2 per level health.

Glyph of Anger
You gain +2 Bonus on Attack Rolls when you attack a target which attacked you or angered you otherwise.

Glyph of Poison (unique)
You cannot be poisoned, instead if you get poisoned (even if you poison yourself) you gain temporary hit-points equal to the poison level times 3 for as long as the poison would have lasted, up to a maximum of 24 hours. Only the strongest poison effect counts.

Glyph of Weight (unique)
Reduce the Weight of your armor by 3.

Glyph of Giantslaying (unique)
When parrying or blocking against a foe who is bigger than you, treat youself as one category higher for determening the enemies AvP.

Glyph of Falling Stone
When calculating falling damage, ignore 4 Ares (6m).

Glyph of Refreshing (unique)
Take 1 Action to activate the Glyphreshing. All your Runes are charged.

Glyph of Power
Take 1 Action to activate the Glyph of Power. For the next 1/level rounds, your spells count as if you were 2 levels higher.

Glyph of Quickening
Take 1 Action to activate the Glyph of Quickening. For the next 1/2 per level (min 1) rounds, your Spells and Glyph Activations take 1 less Action to activate (min 0.5 Actions).

Glyph of Replenishment
Take 1 Action to activate the Glyph of Replenishment. For the next 1/level rounds, you may one Rune at the beginning of each round.

Glyph of Replication (unique)
Take 1 Action to activate the Glyph of Replication. Restore the charge of another Glyph of your choice.

Glyph of Armor Penetration
Take 1 Action to activate the Glyph of Armor Penetration. For the next 3 rounds, you ignore 1/2 per level armor.

Glyph of Sharpened Steel
Take 1 Action to activate the Glyph of Sharpened Steel. For 5 rounds, your attacks do +1/2 per level more damage.

Glyph of Quick Attacks
Take 1 Action to activate the Glyph of Quick Attacks. For the next 1/level rounds, your attacks do not provoke attacks of opportunity.

Glyph of Initiative
You may activate the Glyph of Initiative at the beginning of a round. For this round, you act first. After this round, your normal initiative value counts. If one or more other characters do compete with similar abilities, the ones with higher initiative come first.

Additional Rune
The Runesmith can place one additional Rune on his armor. This Feat can be taken up to 3 times.

Greater Glyph of Revival
Whenever the character is killed, if the body is not dragged out of the Armor or completely destroyed, the Armor repairs the body part by part. Per day, the armor restores 10% of the HP of the character. After 10 days or after the character has full HP, the body is completely restored and the Runesmith wakes up. Dealing damage to the corpse does not stop the regeneration process, however the regeneration of the character is delayed. While regenerating the body is completely cleaned, for example if the character drowned, he will wake up with air in his lungs and no water. (so do not get stuck at the ground of the sea with a heavy armor on which revives you and lets you die every 10 days!)