To many warriors, magic-wielding enemies can be the bane of their existence in the battlefield, hurling spells from a distance to either decimate opponents or afflict them with crippling magical effects to leave them helpless. To combat this, the rune knight was born; a fighter who can not only negate an enemy’s spells, but turn that energy into a fearsome weapon against those who would foolishly assail these arcane chevaliers.

The rune knight is an archetype of the mystic knight class.

Spells:

At 1st level, the rune knight gains an MP pool. The number of times a rune knight can cast spells in a day is limited only by her daily MP. A rune knight simply knows her spells; they are ingrained in her mind. She does not need to prepare them, though she must get a good night’s sleep each day to regain all her spent MP. The Difficulty Class for saving throws against rune knight spells is 10 + ½ the spell’s total cost + the rune knight’s Focus modifier.

Rune knights can spend a number of MP on a spell equal to her rune knight level. Whenever the rune knight learns spells, she can learn spells from the rune knight spell list of an MP cost equal to half her rune knight level or lower (minimum of 1). In addition, the rune knight does not suffer spell failure when casting spells from the rune knight spell list.

The rune knight’s spell list can be found here.

Level Max MP Max Base Cost
1 1 1
2 2 1
3 3 2
4 5 3
5 7 3
6 9 4
7 11 5
8 14 5
9 17 6
10 20 7
11 24 7
12 28 8
13 32 9
14 37 9
15 42 10
16 47 11
17 52 11
18 58 12
19 64 12
20 70 13

Spells Known:

A rune knight begins play with 3 rune knight spells, with an additional number of spells equal to her Focus modifier. Each time a rune knight levels up, she learns 2 more spells from her spell list.

Cantrips:

A rune knight begins play with 3 cantrips, or 0-cost spells, from the rune knight spell list, and learns a new cantrip at 4th level and every three levels after, independent of other spells she may learn. The DC for rune knight cantrips is 10 + the rune knight’s Focus modifier.

These replace the elemental grasp, pseudomagic and swordplay abilities.

Runic (Su):

At 1st level, a rune knight gains access to her rightfully feared signature ability. She is given the Runeblade mysticism, and can use it with an MP cost of 1, rather than 3. As well, the spell resistance to be beaten becomes 15 + the rune knight’s level + her Focus modifier. At every odd level afterward, excepting 5th and 9th, she gains the use of another mysticism of her choice; at 5th level, she must take Runecast, and at 9th, she must take Runemend. If the rune knight already has the mysticism in question, she may choose another mysticism in its stead. At 7th level, when using Runecast, the rune knight consumes 1 less MP than the mysticism would normally call for (minimum 1). At 9th level, she can use Runeblade as a swift action.

This modifies mysticisms and replaces the assault ability.

Choosy Spelleater (Su):

At 5th level, when using the Runeblade mysticism, the rune knight can pick and choose which spells she negates, rather than functioning on all spells cast within the radius indiscriminately. At 10th level, the radius of Runeblade expands to 60 feet.

This replaces the elemental empowerment ability.

Bonus Feat:

At 6th, 9th, 12th, 15th, and 18th level, the rune knight can learn any combat feat, item creation feat, or metamagic feat of her choice. She must meet all prerequisites for the feat.

This replaces the improved assault ability.

Manadrinker (Su):

At 17th level, a rune knight can lash a vampiric connection to an opponent when successfully using the Runeblade mysticism upon a caster. If the rune knight negates a spell with Runeblade, she also prompts a Will save (DC 10 + ½ class level + Focus modifier) from the caster; if the save is failed, the rune knight also drains a number of MP from the caster equal to half her level + her Focus modifier. This effect also functions against creatures who normally reverse drain effects, such as undead.

This replaces the greater assault ability.