TEXT: 1
  R
  unes—an ancient form of writing often linked 
  to strange and magical powers. In history, runes 
  are 
  nearly-two-thousand-year-old 
  alphabets 
  whose origins remain shrouded in mystery. In legend, 
  wizards, shamans, and warriors use runes to imbue 
  places, items, and even people on which they are 
  inscribed with fantastic powers. Runes, it has been said, 
  hold the power to foretell the future and even to bring 
  the dead back to life.
  Although you can clearly see the graphic influence 
  runes have in the Pathfinder Roleplaying Game—with 
  rune-like symbols appearing in many pieces of art—
  they enter into the core rules only through the cleric’s 
  rune domain. Although many campaign worlds hint 
  that runes contain some kind of primeval power, there 
  is nothing in the mechanics to back those concepts.
  The Genius Guide to Feats of Runic Might presents a 
  way to use runes to bring a little “old-school” magic 
  to a campaign—magic that is available to anyone who 
  takes the time to study runes and master their creation.
  Runic Feats
  Runic feats all involve using magic symbols and 
  glyphs to create magic effects. The more such symbols 
  you have mastered, the greater benefit you get from 
  all your runes. The process of creating (or drafting) 
  runes and gaining magic benefits from them is known 
  as runecrafting, and it is an art similar to, though 
  distinct from, spellcasting. Unlike spellcasting, with 
  determination and patience anyone can learn enough 
  runecrafting to make practical use of their power.
  Many scholars believe runecrafting is the older form 
  of wielding magic, with the earliest dragon empires and 
  plane-traveling conquerors depending on runecrafting 
  long before magic was well enough understood to 
  allow spells to be safely used. The power of runes was 
  embraced by many gods and their followers, and may 
  
  2
  have been the basis of the first magic writings. 
  Creatures with natural spell-like abilities 
  used runes to augment their magic powers. 
  Eventually, runecrafting was eclipsed by the 
  vast superiority of spellcasting, but a handful 
  of runecrafters find the ease and spontaneity 
  of rune magic valuable enough to keep the 
  old tradition alive. In some cases they’ve even 
  found ways to use it in conjunction with spells.
  Runic 
  feats 
  represent 
  the 
  art 
  of 
  runecrafting. Characters can learn just 
  one or two runic feats as they dabble with 
  aspects of an ancient tradition, or they can 
  dedicate themselves to becoming masters 
  of this nearly forgotten art by learning 
  numerous runic feats. While the power of a 
  one’s runes grows as a he takes additional 
  runic feats, a character may only benefit 
  from a single rune at a time and can only 
  create runes a limited number of times per 
  day (as detailed below).
  acquiRing Runic Feats
  The core assumption of The Genius Guide 
  to Feats of Runic Might is that any character 
  that meets the prerequisites for a runic feat 
  may select it when they have an open feat 
  slot. Some GMs may wish to restrict 
  runic feats to certain cultures (only 
  dwarves or only the Sorcerer-Kings 
  of Te Essar).
  A wizard may select a runic feat 
  as a bonus feat.
  Runic LiteRacy
  A runic feat allows a character 
  to master and create a specific 
  magic rune. All runic feats have 
  a prerequisite of “runic literacy,” 
  a term that encompasses the set 
  of knowledge needed to perform 
  runecasting. (A few feats in this 
  book, such as Rune Master, affect 
  how a character manipulates runes 
  but are not themselves runic feats.) 
  Some also have other prerequisites, 
  which function normally, but runic 
  literacy is universal to runic feats.
  To have runic literacy, a character 
  must be literate. This is not a heavy 
  burden since player characters in 
  the Pathfinder Roleplaying Game 
  are assumed to be literate, unless 
  players and the GM agree there is 
  a background reason for them not 
  Feat
  Prerequisites
  Benefit
  Air Jaunt
  Light encumbrance, runic literacy
  Make a very brief flight.
  Blacklife
  Spell Focus (necromancy), evil, runic literacy
  Gain bonuses to casting necromancy spells.
  Bladedance
  Two-Weapon Fighting. runic literacy
  Enchant your second weapon to parry for you.
  Cindershard
  Base attack bonus +3, runic literacy
  Deal fire damage with your melee attacks.
  Death
  Endurance, Die Hard, base attack bonus +4, runic literacy
  Improve the chance you kill a foe you strike for massive damage.
  Draft Master
  Con 13, Wis 13, Linguistics 8 ranks, Rune Master*
  Draft runes onto other creatures.
  Enfeeble
  Str 9 or less, runic literacy
  Weaken your foes.
  Falter
  Dex 9 or less, runic literacy
  Slow down your foes.
  Feign Death
  Con 9 or less, runic literacy
  Seem dead.
  Iceflame
  Able to cast 3rd-level spells, runic literacy
  Change the damage type of your spells.
  Ironguard
  Proficiency with shields, runic literacy
  Gain bonuses to the full defense action, or brief bonus to AC.
  Life Warden
  Cast conjuration (healing), Panacea*, runic literacy
  Grant defensive bonuses to those you heal.
  Mystify
  Int 9 or less, runic literacy
  Make foes less discerning.
  Narrow-Minded
  Wis 9 or less, runic literacy
  Gain bonuses to Will saves but restrict special initiative choices.
  Panacea
  Cast conjuration (healing) spells, runic literacy
  Heal extra hp with magic healing.
  Rage
  Cha 9 or less, runic literacy
  Infuriate your foes.
  Rune Master
  Con or Wis 17, Linguistics 5 ranks
  Gain benefits with runic feats.
  Seaborne
  Light encumbrance, runic literacy
  Gain a swim rate.
  Shadowlight
  Darkvision, runic literacy
  Blind your foe.
  Silvergate
  Augment Summoning, runic literacy
  Increase your caster level for conjuration (summoning) spells.
  Soul Ward
  Spell focus (abjuration), runic literacy
  Increase your caster level for abjuration spells.
  Surge
  No movement penalty, runic literacy
  Gain bonuses to jumping and surprise initiative.
  Third Eye
  Alertness, runic literacy
  Increase your caster level for divination spells.
  Thunderstrike
  Power Attack, base attack bonus +8, runic literacy
  Deal sonic and electricity damage on critical weapon hits.
  Veil
  Stealth 5 ranks, runic literacy
  Gain bonuses to Stealth.
  Whitefire
  Spell Focus (evocation)
  Increase your caster level for evocation spells.
  *New feat outlined in this volume.
  
  3
  to be. Obviously, the GM has complete 
  discretion over which NPCs are and aren’t 
  literate. 
  It is possible for a character to be literate 
  in runes but not in any other language.
  Like ordinary literacy, it is presumed that 
  a player character has runic literacy unless 
  the player and GM agree that there is a 
  specific reason for him not to. Alternatively, 
  the GM may decide that gaining runic 
  literacy requires a player to dedicate one 
  of his languages known to this endeavor 
  (though we do not recommend that as the 
  default option as runecrafting is meant to be 
  easily available to any character).
  MaxiMuM Runic Feats Known
  Each runic feat represents mastery of a 
  single complex mystic symbol. Learning 
  such symbols takes its toll on both the mind 
  and body of the student. Though learning 
  runes is not the same as learning spells, the 
  process is similar enough that spellcasters 
  often have an easier time picking up new 
  runic feats.
  The maximum number of runic feats 
  a character can have is the highest of his 
  Constitution modifier, his Wisdom modifier, 
  his ranks in Linguistics, or the level of the 
  highest-level spell he can cast.
  cReating and invoking a 
  Rune
  Runic feats allow you to create or “draft” 
  a rune that has a magic effect. Some runes 
  have their effect as soon as your draft the 
  rune, others must be invoked before they 
  take effect. The details on how each runic 
  feat functions are detailed in the “benefit” 
  section of the individual feats.
  Drafting a rune is a standard action that 
  does not provoke an attack of opportunity. 
  You must have at least one hand free to 
  draft a rune, as you draw it out on yourself 
  or some item in your possession. The rune 
  glows slightly (though not enough to make 
  Stealth more difficult), and can be noticed 
  by anyone who sees you that makes a DC 15 
  Perception check. 
  Anyone who sees a rune and is rune 
  literate can identify it with a DC 15 
  Linguistics or DC 20 Spellcraft check.
  You can only have one rune drafted at 
  a time. If you draft a second rune while 
  you already have one drafted, the older 
  rune is lost. There is no time limit to how 
  long a rune can remain active, though if the 
  character who drafted a rune sleeps or is 
  knocked unconscious, all his drafted runes 
  fade.
  Some runes must be invoked to have 
  an effect, or have an additional effect when 
  invoked. This normally requires a separate 
  action from drafting the rune, though both 
  may be able to be performed on the same 
  turn. Once invoked, a rune dissipates. A 
  dissipated rune has no further effect.
  Drafting a rune takes personal energy, 
  and there is a limit to how many times a day 
  a character may do so. The total number 
  of runes a character may draft each day is 
  equal to 2 + the number of runic feats that 
  character has. Invoking a rune does not 
  take any additional energy—it is the act of 
  drafting the magic sigil that draws on the 
  character’s mystic resources.
  
  4
  eRasing Runes
  Once a rune has been drafted, it is vulnerable 
  to the erase spell. Runes qualify as magic 
  writing, so a caster attempting to use the spell 
  against a character bearing an active rune must 
  first succeed at a melee touch attack against 
  the target, then succeed at a DC 15 caster level 
  check in order to erase the rune.
  RetRaining
  Runic feats are very much comparable 
  to minor spells that any character can learn 
  regardless of class. Since characters are limited 
  in how many such feats they can know, this 
  comparison is closest to bard or sorcerer 
  spells. Like the spells of those classes, evolving 
  character attributes and abilities can make 
  a previous runic feat selection sub-par. As 
  a result, we take a page from the bard and 
  sorcerer spells—characters may  periodically 
  change what runic feats they know. At every 
  even numbered character level, a character may 
  remove one runic feat he knows and replace it 
  with a different runic feat. The feat removed 
  must not be a prerequisite for any other feat 
  the character knows, and the character must 
  meet all the prerequisites of the new runic feat 
  selected.
  the Rune DoMain
  Characters with the rune domain have 
  some advantages when using runic feats. Such 
  characters add +1 to the maximum number of 
  runic feats they may know and the total number 
  of times per day they can use runic feats. The 
  rune domain also increases the effective number 
  of runes a character is considered to have for 
  purposes of determining the effectiveness of 
  runic feats. The character is considered to have 
  +1 effective runic feats known at 1st level, 
  and +2 effective runic feats known at 8th 
  level.
  Thus, for example, a 9th level cleric with 
  the rune domain and the Air Jaunt feat (and 
  no other runic feats) would be able to use 
  the rune to fly for 2 rounds: 1 round + 1 
  round for having three runic feats (Air Jaunt 
  + 2 effective runic feats known for the rune 
  domain).
  neW Feats
  aiR Jaunt (Runic)
  Your sigil summons the power of air to 
  give you a brief lift.
  Prerequisite: Light or no encumbrance, 
  runic literacy. 
  Benefit: You can draft an air jaunt rune 
  as a standard action. When you invoke this 
  rune (a swift action), you gain a flight speed 
  equal to your movement rate. This flight 
  lasts until the end of your current turn. For 
  every three runic feats you know, your flight 
  lasts one additional round. If you are still 
  airborne at the end of the flight’s duration, 
  you fall.
  avaLanche (Runic)
  You draw on the power of crashing stone 
  and ice to force back your foes.
  Prerequisites: Knowledge (nature) 3 
  ranks, runic literacy.
  Benefit: As a standard action you can 
  draft an avalanche rune. While you have the 
  rune, you gain a +1 bonus to your CMB (for 
  bull rush and overrun maneuvers only) and 
  deal +1 damage on a charge. For every three 
  runic feats you have, your bonus to CMB 
  and charge damage increases by 1. 
  You may invoke the avalanche rune as part 
  of a standard action to make a single ranged 
  CMB check to bull rush a foe within 25 feet, 
  +5 feet/2 runic feats you have. This bull rush 
  pushes the foe back the maximum distance 
  as determined by the maneuver, but you do 
  not move in the process. Therefore, if your 
  CMB check fails, you do not end up in front 
  of the target.
  situationaL PReRequisites
  A few runic feats, such as Air Jaunt, have 
  situational prerequisites (in the case of Air 
  Jaunt it is “light or no encumbrance”). Such 
  prerequisites should not prevent a creature 
  from selecting the feat, but they may prevent 
  him from using it at a particular time. If a 
  creature can meet the prerequisite without 
  resorting to spells or magic items, it is allowed 
  take the feat. However, when the situational 
  prerequisite is not met, the creature is 
  prevented from using the feat in any way.
  Taking 
  Air 
  Jaunt 
  as 
  an 
  example. 
  Obviously most creatures have the potential 
  to be in a state of light or no encumbrance, 
  allowing them to select the feat even if 
  they normally move around in medium or 
  heavy encumbrance. However, since the 
  encumbrance is a prerequisite for the feat, the 
  creature cannot use Air Jaunt while in heavier 
  encumbrance. A character who finds himself 
  in medium or heavy encumbrance can neither 
  draft an air jaunt rune, nor invoke one that has 
  already been drafted.
  In 
  some 
  rare 
  cases, 
  situational 
  prerequisites may make it impossible for 
  characters to even select some runic feats. For 
  example, if a character is suffering under a 
  curse of oppression, causing him to always be 
  in heavy encumbrance, he couldn’t take the 
  Air Jaunt feat until the curse was lifted.
  
  5
  BLacKLiFe (Runic)
  You can enhance necromancy spells with 
  a rune of death and darkness.
  Prerequisites: Spell Focus (necromancy), 
  evil alignment, runic literacy.
  Benefit: You can draft a blacklife rune as 
  a standard action. While you have the rune, 
  you treat your caster level as if it were one 
  higher when casting necromancy spells. For 
  every three runic feats you know, treat your 
  caster level as an additional one higher for 
  necromancy spells. 
  You may invoke the blacklife rune as part 
  of the action to cast a necromancy spell. This 
  allows the spell to be cast without provoking 
  any attacks of opportunity.
  BLaDeDance (Runic)
  Your rune makes your off-hand weapon 
  an effective shield.
  Prerequisite: Two Weapon Fighting, 
  runic literacy.
  Benefit: You may draft a bladedance rune 
  as a standard action. While you have the 
  rune, whenever you have two weapons in 
  hand for a full round but only attack with 
  one of them, you gain a +1 shield bonus 
  to armor class until the beginning of your 
  next turn. You may invoke the bladedance 
  rune as a move action to grant yourself a +1 
  shield bonus to armor class until the end of 
  your next turn even if you attack with both 
  weapons. For every three runic feats you 
  have, these bonuses to AC increase by +1.
  cinDeRshaRD (Runic)
  You imbue the weapons in your 
  possession with the power fire.
  Prerequisites: Base attack bonus +3, 
  runic literacy.
  Benefit: As a standard action you can 
  draft a cindershard rune. While you have the 
  rune, half the weapon damage of any melee 
  attack you make is fire damage. For every 
  3 runic feats you have, such attacks deal an 
  additional +1 point of fire damage. 
  You may invoke the cindershard rune as 
  part of a standard action to make a single 
  ranged attack with your melee weapon. The 
  attack has a range increment of 60, uses your 
  melee attack bonus for that weapon, and 
  on a successful hit deals your full weapon 
  damage as fire damage.
  Death (Runic)
  You enhance your attacks with the power 
  of death.
  Prerequisites: Diehard, Endurance, base 
  attack bonus +4, runic literacy.
  Benefit: You can draft a death rune as a 
  standard action. While you have the rune, 
  if you deal enough damage to force a 
  creature to make a Fortitude save against 
  massive damage (using the optional rules as 
  described in the “Injury and Death” section 
  of Chapter 8 of the Pathfinder Roleplaying 
  Game Core Rulebook), the DC of the Fortitude 
  save is increased by +3. You can invoke 
  the rune as a free action if you are forced 
  to make a Fortitude save against massive 
  damage, this grants you a +3 bonus to your 
  save. For every runic feat you have, the DC 
  increase and bonus you receive for invoking 
  improve by an additional +1.
  DRaFt MasteR 
  You can draft your runes onto other 
  creatures.
  Prerequisites: Con 13, Wis 13, Linguistics 8 
  ranks, Rune Master.
  Benefit: You can draft a rune onto a willing 
  creature. This counts as two drafts toward 
  your daily limit for drafting runes. It takes five 
  minutes of uninterrupted concentration to draft 
  a rune onto another creature, which must be 
  adjacent for the whole process.
  
  6
  A rune drafted onto another creature does 
  not count as a rune you have, it does not end a 
  rune you have already drafted for yourself, nor 
  does your drafting a rune for yourself end the 
  rune you draft onto another creature. You may 
  use any runic feat you know with Draft Master. 
  The creature you draft the rune onto acts as 
  if it had the runic feat you used, and had drafted 
  the rune onto itself. The creature selected can still 
  only have one drafted rune at a time, and uses 
  the number of runic feats it knows to determine 
  the power of the runic feat you draft onto it.
  enFeeBLe (Runic)
  You tap into your own weakness to draft a 
  rune to weaken your enemies.
  Prerequisites: Str 9 or less, runic literacy.
  Benefit: As a standard action you can draft 
  an enfeebling rune. The rune is invoked as a free 
  action by the next attack you make or spell 
  you cast. If your attack or spell targets multiple 
  creatures, you must select one to be the target 
  of the enfeebling rune. If the attack misses, or the 
  spell has no effect (as a result of SR, the target 
  making a saving throw that negates the spell, or 
  some similar circumstance), the rune dissipates 
  and is wasted. If the attack or spell has at least 
  some effect, the target must also make a Fortitude 
  save (DC 10 + 1/2 your class level + the number of 
  runic feats you have). On a failed save, the target 
  takes 1d6 Strength damage. For every 2 runic 
  feats you know, the Strength damage you deal 
  increases by +1.
  FaLteR (Runic)
  You tap into your own lack of coordination to 
  draft a rune to hamper your enemies.
  Prerequisites: Dex 9 or less, runic literacy.
  Benefit: As a standard action you can draft 
  a falter rune. The rune is invoked as a free 
  action by the next attack you make or spell 
  you cast. If your attack or spell targets 
  multiple creatures, you must select one to 
  be the target of the falter rune. If the attack 
  misses, or the spell has no effect (as a result 
  of SR, the target making a saving throw 
  that negates the spell, or some similar 
  circumstance), the rune dissipates and is 
  wasted. If the attack or spell has at least 
  some effect, the target must also make a 
  Dexterity save (DC 10 + 1/2 your level + the 
  number of runic feats you have).  On a failed 
  save, all the target’s movement rates are cut 
  in half for one round. For every two runic 
  feats you have, the reduced movement lasts 
  an additional round.
  Feign Death (Runic)
  Since you don’t look that healthy to 
  begin with, it takes just a little runic power 
  to make you look dead.
  Prerequisite: Con 9 or less, runic literacy.
  Benefit: You may draft a feign death rune 
  as a standard action. While you have the 
  rune, you gain a +1 bonus to any Stealth 
  checks made when you take no movement 
  and to saving throws against necromancy 
  spells and effects. For every two runic feats 
  you have, these bonuses increase by +1. 
  You can invoke the feign death rune as a 
  swift action. This causes you to fall into a 
  catatonic state for 10 rounds. In this state you 
  appear dead, with only a DC 20 Perception 
  check or DC 20 heal check revealing your 
  continuing life. You take half damage 
  MaxiMuM aBiLity scoRe 
  PReRequisites?!
  A few runic feats, such as Enfeeble, list 
  as a prerequisite an ability score of 9 or less. 
  These feats allow a character to use runes to 
  invoke their own failings for a mystic effect 
  (such as placing those failings onto their foes). 
  A character must have an ability score of 9 or 
  less to select such feats and cannot use them 
  if the listed ability score is temporarily raised 
  above the prerequisite maxima.
  This design flies in the face of typical feat 
  design philosophy, which is based on the idea 
  that you never want to reward characters for 
  low ability scores. There are good reasons for 
  that philosophy. If there existed a feat called 
  Too Ugly to Die, which gave you +1 hp/level 
  and had a max Cha of 9, it would make Cha a 
  more attractive dump stat. It would also create 
  a weird situation if an ally, trying to be helpful, 
  cast eagle’s splendor on a character that had 
  the feat, it would cause him to lose hp—and, 
  in general, it’s just not a good idea to punish 
  characters for improving in something.
  However, once you know the rules of design 
  you can often see cases where bending them 
  leads to interesting options. The ability-score-
  maximum feats are developed to take some of 
  the sting out of low-ability-score characters, 
  create some interesting options, and be easily 
  (and relatively painlessly) ignored should a 
  character temporarily be boosted to a score too 
  high to use them. 
  By making these feats embody actions that 
  thematically suit the way a character with such 
  a burden would already act toward the world, 
  most of the pitfalls of rewarding low scores 
  are avoided. Coupled with the retraining rules 
  (presented at the start of this book), the score-
  maximum options should cause few problems, 
  and can easily be removed from a campaign 
  through retraining if either player of GM end 
  up displeased with the result.
  
  7
  from all sources, do not breathe, and end 
  all bleed effects while in the feign death 
  state. You are aware of your surroundings, 
  but can take no actions of any kind. You 
  cannot communicate, not even to respond 
  to telepathic inquiries.
  iceFLaMe (Runic)
  You channel the power of your spells 
  through a rune that strips their raw power 
  and changes them to match your needs.
  Prerequisite: Able to cast 3rd level spells 
  or spell-like abilities, runic literacy.
  Benefit: You can draft an iceflame rune as 
  a standard action. While you have the rune, 
  whenever you cast a spell that deals acid, 
  cold, electricity, fire, force, or sonic damage, 
  you can instead have it deal your choice of 
  cold, fire, or electricity damage. If the spell 
  has the acid, cold, electricity, fire, force, or 
  sonic descriptor, it loses that descriptor and 
  gains a descriptor matching the damage type 
  you have chosen. For every three runic feats 
  you know, your spell deals +1 additional 
  hit point of damage when you change it’s 
  damage type.
  You can invoke the iceflame rune as part 
  of the action to cast a spell that deals acid, 
  cold, electricity, fire, force, or sonic damage, 
  to have it instead deal your choice of acid, 
  force, or sonic damage. As above, the spell 
  changes descriptors to match the new 
  damage type.
  iRonguaRD (Runic)
  Your rune makes your efforts to defend 
  yourself more effective.
  Prerequisite: Proficiency with shields, 
  runic literacy.
  Benefit: You may draft an ironguard rune 
  as a standard action. While you have the 
  rune, whenever you take the full defense 
  action you gain a +1 bonus to armor class. 
  You may invoke the ironguard rune as a 
  move action to grant yourself a +1 bonus to 
  armor class until the end of your next turn. 
  For every three runic feats you have, these 
  bonuses to AC increase by +1.
  LiFe waRDen (Runic)
  When you heal, you empower the 
  conjured energies with a ward to guard the 
  lives you are saving.
  Prerequisite: Able to cast conjuration 
  (healing) spells, Panacea, runic literacy.
  Benefit: You may draft a life warden rune 
  as a standard action. While you have the 
  rune, whenever you restore hit points to a 
  creature, that creature gains a +1 bonus to 
  armor class and saving throws for 5 rounds. 
  For every four runic feats you have, these 
  bonuses increase by +1 and the effect’s 
  duration is extended by 1 round. 
  You can invoke the life warden rune as a 
  swift action any time you heal a creature. 
  This results in you receiving the bonus to 
  AC and saves, as well. 
  MystiFy (Runic)
  You channel your own bewilderment at 
  the complex events of your life through a 
  rune, into your foe.
  Prerequisite: Int 9 or less, runic literacy.
  Benefit:  As a standard action you can 
  draft a mystify rune. The next attack you 
  make or spell you cast causes the rune to 
  be invoked. If your attack or spell targets 
  multiple creatures, you must select one to be the 
  target of the mystify rune. If the attack misses, 
  or the spell has no effect (as a result of SR, the 
  target making a saving throw that negates the 
  spell, or some similar circumstance), the rune is 
  wasted. If the attack or spell has at least some 
  effect, the target must also make a Will save 
  (DC 10 + 1/2 your level + the number of runic 
  feats you have).  On a failed save, the target 
  suffers a –1 penalty to all Perception and Sense 
  Motive checks for 1 round. For every two runic 
  feats you have, the penalties you inflict increase 
  by –1, and the duration of the effect lasts +1 
  additional rounds.
  naRRow-MinDeD (Runic)
  You enhance your stubborn streak to make 
  a virtue of your simple-mindedness.
  Prerequisite: Wis 9 or less, runic literacy.
  Benefit: You may draft a narrow-minded rune 
  as a standard action. While you have the rune, 
  you gain a +1 morale bonus to Will saves, but 
  cannot take the ready or delay special initiative 
  actions. When you successfully make a Will 
  save, the rune dissipates. You may invoke the 
  narrow-minded rune as a swift action. When the 
  rune dissipates (either because of a successful 
  Will save or its being invoked) you gain a +1 
  morale bonus to the next attack roll or skill 
  check you make. For every three runic feats 
  you have, your bonus to Will saves when you 
  possess this rune and your bonus to a check 
  when it dissipates increase by +1. 
  
  8
  Panacea (Runic)
  You call upon the ultimate rune of healing to 
  augment all your restorative magic.
  Prerequisite: 
  Able 
  to 
  cast 
  conjuration 
  (healing) spells, runic literacy.
  Benefit: You can draft a panacea rune as a 
  standard action. While you have the rune, all 
  magic healing you perform (such as with the 
  channel energy ability or cure spells) heals +1 
  additional hit points. For every three runic feats 
  you have, the number of additional hit points 
  granted by the panacea rune increases by +1. 
  You may invoke the rune as a swift action 
  when you perform any magical healing. Doing 
  this adds additional hit points to the healing 
  equal to your Wisdom or Charisma modifier 
  (your choice).
  Rage (Runic)
  You use runes to enhance your naturally 
  sour disposition to the point where you can 
  drive a target to distraction.
  Prerequisite: Cha 9 or less, runic literacy.
  Benefit: You may draft a rage rune as 
  a standard action. While you have the 
  rune, you gain a +2 bonus to Sense Motive 
  checks, but take a –1 penalty to Diplomacy 
  checks. For every two runic feats you have, 
  the bonus increased by +1 and the penalty 
  increases by –1. 
  You may invoke the rage rune as a 
  standard action to enrage a single foe within 
  25 feet + 5 feet/2 runic feats you have. The 
  target must make a Will save (DC 10 +1/2 
  your level + the number of runic feats you 
  have).  On a failed save, if the target can see 
  you, it cannot take the delay or ready actions 
  and takes a –1 penalty to all attack rolls that 
  do not include you as a target. This effect 
  lasts for 1 round. The penalty to attacks that 
  do not include you increased by –1 and the 
  duration of the effect increased by 1 round 
  for every two runic feats you have.
  Rune MasteR 
  You have learned to get the most out of 
  your runes.
  Prerequisite: Con or Wis 17, Linguistics 
  5 ranks.
  Benefit: Your maximum number of runes 
  per day increases by +3. When determining 
  the effectiveness of your runic feats, you 
  are treated as if you have 3 more runic feats 
  than your true total.
  seaBoRne (Runic)
  Your sigil summons the power of water 
  to propel you through the waves
  Prerequisite: Light or no encumbrance, 
  runic literacy.
  Benefit: You can draft a seaborne rune as a 
  standard action. When you invoke this rune 
  (a swift action), you gain a swim speed equal 
  to your movement rate. This swim rate lasts 
  until the end of your next turn, and as long 
  as the swim rate lasts you can breathe water 
  as if it was air. For every two runic feats you 
  know, the swim rate lasts one additional 
  round.
  shaDowLight (Runic)
  You draw upon the power of the darkness 
  to blind a foe.
  Prerequisites: Darkvision, runic literacy.
  Benefit: As a standard action you can 
  draft a shadowlight rune. The next attack you 
  make or spell you cast causes the rune to 
  be invoked. If your attack or spell targets 
  multiple creatures, you must select one to 
  be the target of the shadowlight rune. If the 
  attack misses, or the spell has no effect (as 
  a result of SR, the target making a saving 
  throw that negates the spell, or some similar 
  circumstance), the rune is wasted. If the 
  attack or spell has at least some effect, the 
  target must also make a Will save (DC 10 + 
  1/2 your class level + the number of runic 
  feats you have). On a failed save, the target 
  is blinded for 1 round. For every 3 runic feats 
  you know, the duration of the blindness is 
  increased by 1 round.
  siLveRgate (Runic)
  You 
  can 
  enhance 
  conjuration 
  (summoning) spells with a rune of calling 
  and control.
  Prerequisites: Augment Summoning, 
  runic literacy.
  
  9
  Benefit: You can draft a silvergate rune as a 
  standard action. While you have the rune, you 
  treat your caster level as if it were one higher 
  when casting conjuration (summoning) spells. 
  For every three runic feats you know, treat 
  your caster level as an additional one higher 
  for conjuration (summoning) spells. 
  You may invoke the silvergate rune as part 
  of the action to cast a conjuration (summoning) 
  spell. This allows the spell to be cast without 
  provoking any attacks of opportunity.
  souLwaRD (Runic)
  You can enhance abjuration spells with a 
  rune of defense and protection.
  Prerequisites: Spell Focus (abjuration), 
  runic literacy.
  Benefit: You can draft a soulward rune as 
  a standard action. While you have the rune, 
  you treat your caster level as if it were one 
  higher when casting abjuration spells. For 
  every three runic feats you know, treat your 
  caster level as an additional one higher for 
  abjuration spells. 
  You may invoke the soulward rune as part 
  of the action to cast an abjuration spell. This 
  allows the spell to be cast without provoking 
  any attacks of opportunity.
  suRge (Runic)
  You can draft a rune that seems to strain 
  at the boundaries of its own shape, filling 
  you with a desire to move decisively and 
  suddenly.
  Prerequisites: No penalty to movement, 
  runic literacy.
  Benefit: You may draft a surge rune as a 
  standard action. While you have the rune, 
  you gain a +1 bonus to Acrobatics checks 
  made to jump and to initiative checks made in 
  a surprise round. For every two runic feats 
  you have, these bonuses increases by +1. 
  You can invoke a surge rune as part of a 
  move action to stand from being prone. This 
  movement does not provoke an attack of 
  opportunity.
  thiRD eye (Runic)
  You can enhance divination spells with a 
  rune of knowledge and foresight.
  Prerequisites: Alertness, runic literacy.
  Benefit: You can draft a third eye rune as 
  a standard action. While you have the rune, 
  you treat your caster level as if it were one 
  higher when casting divination spells. For 
  every two runic feats you know, treat your 
  caster level as an additional one higher for 
  divination spells. 
  You may invoke the third eye rune as part 
  of the action to cast a divination spell. This 
  allows the spell to be cast without provoking 
  any attacks of opportunity.
  thunDeRstRiKe (Runic)
  You enhance a weapon with the power 
  of the storms.
  Prerequisites: Power Attack, base attack 
  bonus +8, runic literacy.
  Benefit: You can draft a thunderstrike rune 
  as a standard action. While you have the 
  rune, when you confirm a critical hit, you 
  deal an additional die of damage as follows: 
  If you are using a weapon that has a x2 critical 
  multiplier, you deal an additional 1d4 sonic 
  damage; If you are using a weapon that has 
  a x3 or higher critical multiplier, you deal an 
  additional 2d4 sonic damage. For every four 
  runic feats you have, you deal an additional 
  1d4 sonic damage on a critical hit. 
  If you make a confirmed critical hit, you can 
  invoke the rune as a free action to deal electricity 
  damage in addition to the sonic damage. The 
  number of dice of electricity damage is equal to 
  the number of dice of sonic damage granted by 
  this rune.
  veiL (Runic)
  Your sigil allows you to blend in with your 
  background.
  Prerequisites: Stealth 5 ranks, runic literacy.
  Benefit: You can draft a veil rune as a standard 
  action. While you have this rune, you gain a +1 
  bonus to Stealth checks. For every two runic feats 
  you have, the bonus to Stealth from the rune 
  increases by +1. 
  You may invoke the rune as a swift action. 
  When invoked, the rune allows you to make 
  Stealth checks for one round even if you have no 
  cover or are in bright light. These effects last until 
  the beginning of your next turn. You continue to 
  gain the bonus from the rune to all Stealth checks 
  made during that time.
  whiteFiRe (Runic)
  You can enhance evocation spells with a rune 
  of damage and power.
  Prerequisites: Spell Focus (evocation), runic 
  literacy.
  Benefit: You can draft a whitefire rune as a 
  standard action. While you have the rune, you 
  treat your caster level as if it were one higher 
  when casting evocation spells. For every three 
  runic feats you know, treat your caster level as an 
  additional one higher for the purposes of casting 
  evocation spells. 
  You may invoke the whitefire rune as part of 
  the action to cast an evocation spell. This allows 
  the spell to be cast without provoking any attacks 
  of opportunity. 
  
  10
  We eRR on the side oF aWesome!
  cRedits
  Designer:
  Owen K.C. Stephens
  Editor:
  Stan!
  Additional Editing:
  Paul Fisher
  Cover Art:
  Joseph J. Calkins and Cerebus Illustrations
  Interior Art:
  Shaman Stockart, Peter Szabo Gabor, and Joseph J. 
  Calkins and Cerebus Illustrations
  Graphic Design and Typesetting:
  R. Hyrum Savage
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2010 Owen K.C. Stephens
  Used with permission.
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
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  The Genius Guide To: Feats of Runic Might. Copyright 2010, Super Genius Games. Author: 
  Owen K.C. Stephens
  
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