I'll respond to both individually. I dunno if I'd consider it ready to playtest, but I'd say it's getting closer. I'd recommend you power up the classes before playtest. as I remember either James Jacobs or Jason Bulmahn saying, it's easier to fix a class that's too good by removing stuff than to add to a class that isn't good enough.
Carving runes in other surfaces: Leather, Chitin, Ice, Bone
Random tangent. Before publication: You in many places write somantic, but what you mean, is somatic.
Spellcheck.
I've reviewed everything in here except for specific Runes.
Runemaster (wizard) - Draft 4: final version before playtest
HD: d6, BAB: half, Saves as per wizard, 2 + Intelligence modifier for skill points. Skills: same as wizard, except replace Knowledge (planes) with Knowledge (fey) and both Knowledge (history) and Knowledge (local) with Knowledge (clans), plus Craft (rune), Craft (runestaff), Craft (menhir rune).
I'm not sure I'd make those craft skills into new class skills. They're far too specific. It's almost like expanding out acrobatics to it's 3.5 version of balance, jump, and tumble, but saying it only applies to your new version of monk.
As a class that gets so few skill points to begin with, I don't think it would be unreasonable to roll up Craft (rune), Craft (runestaff), Craft (menhir rune) into Craft (carving). If menhir rune proves to be too powerful (I'll see when I get to that section), than I'd recommend not making it a skill. More on that later.
Restrictions: a runemaster is proficient with all simple weapons. They are proficient in any light armor, but no shields. Medium and heavier armor interferes with a runemaster's somantic gestures and subject to spell failure as per Arcane Spells and Armor as Pathfinder RPG Core Rulebook. A runemaster begins as an illiterate person, as her language cannot be recorded except in the form of arcane runes, each representing complex formula and calculations learned by rote, taught by her master.
Mostly okay. I'd list the chapter and table number of anything you refer to from PFCore.
1st: Arcane school, arcane mark (sp) at will, cantrips, carve rune, rune marked
2nd: Rune
4th: Rune
6th: Rune
8th: Rune
10th: Rune, greater rune
12th: Rune
14th: Rune
16th: Rune
18th: Rune, master rune
20th: Rune Mastery
Arcane Mark (Sp) - as spell can be cast at will.
While it doesn't have in-combat applications, a creative player will be able to use arcane mark for everything from marking possessions and coins, to branding people, to scrying and the focus of teleportation, to leaving trails. In addition, the marks can be made as to be invisible to conventional sight, requiring detect magic to see them. That may not be a problem, but you should be aware that you're giving that to the class.
Spells: a runemaster casts arcane spells from all of the sorcerer/wizard and up to 5th level druid spell lists. A runemaster has the same spell progression as a wizard and gains bonus spell based INT modifier.
Not sure I agree with this one. If you allow this spell list (as opposed to actually creating a runemaster spell-list) you're kindof making him a wizard+, in terms of the most definitive feature of the wizard, the spells. I don't think that is a good Idea. I think the class should have a unique spell list. Go through the PF Core book and pick out the spells to give him.
I do however recognize that other publishers are not going to list which spells in their books should be added to your class. I would recommend an approach that is a bit more bookkeeping for you, but here it is: As new sources of spells are published, expand the spell list for your class.
Publish the new spell-list online. update the pdf for download, with errata or updates that happen periodically, perhaps 2-4x per year. Obviously the paper copies if any will be dated, but they can go to your website to get the up-to-date spell list which tells them what spells they can use from the other sources.
If classes had this in 3.x, the classes outside the player's handbook would have been more appealing, and I imagine more 3rd party casters would have seen more playtime.
Rune Marked - every runemaster focuses on certain spells, until casting them becomes second nature, a condition considered rune marked. At 1st level the runemaster chooses one known spell. She can prepare this spell without referring to her runestaff, and does not provoke an attack of opportunity when she casts it. When cast this spell is treated as if 1 level higher for all purposes. If she uses metamagic that costs 1 or more spell slots, she subtracts 1 spell slot from the casting cost. She gains an additional rune marked spell at 5th, 9th, 13th and 17th level. At 9th level and 17th level she can choose to replace one of her rune marked spells with another spell she knows.
Basically replaces schools. Schools give you an extra slot from your school at each spell level, at the cost of two opposed schools, and you get some funky powers. This gives you 5 spells that you can prep without your spellbook, but they count as a level higher. Sure you don't provoke when you cast them, but you still have to prepare them the night before. You can't swap them out. This ability needs to be a bit better. The flavor is great, but the ability is considerably weaker than what it is replacing.
Consider making the spells spontaneous. Allow the runemaster to cast those spells much like a sorcerer (no spell components), and override any slot of equal or higher level. I'd probably consider granting more of them. say 6 to 9 of them. (possibly one of each spell level), with the ability to swap more than 2 of the spells out as you level.
Craft (rune) skill check, with a material cost based whether it is to the ground (free), wooden, bronze, iron or stone surface. The stronger the material the longer the rune lasts. Each material will have a different Craft DC check based on hardness.
I'm not sure all of them should have material costs. If you're going to give them material costs, they should be limited by number of charges (or permanent), not by time. If limited by time, you should have a limited number of runes you can make per day, or have a limited number of active runes at a time, and the oldest one gets erased when you make a new one instead of a time thing. Maybe have all three options, but dont mingle those mechanics.
Taking 1 minute + 1 minute per spell level is required to scribe a rune into dirt, 10 minutes + 10 minutes per spell level is required to carve into wood, 30 minutes + 30 minutes per spell level to carve/engrave into bronze, 1 hour + 1 hour per spell level to carve/engrave into iron, and 2 hours + 2 hours per spell level to carve into stone. Also thinking of subtracting 1/4 (rounded up) of your caster levels in material's time units (minimum 1 unit).
I'd think of drastically reducing these times. When you were describilg the runes I was picturing how awesome it would be to be runnign down the hallway, being chased, and then the mage pulls out a pocketknife and slashes a wooden doorframe a couple times and the door is held in place a-la hold portal.
By spending extra time increments creating the rune more carefully, to a maximum of 1 unit + 1/4 (rounded up) of your caster levels in units, you can add an extra duration unit to the runes maximum duration indicated below.
A dirt rune may last 24 hours, though it can be erased by strong winds, or precipitation (good for protecting a campsite). A wooden rune may last 1 day + 1 day per spell level. A bronze rune may last for 2 days + 2 days per spell level. An iron rune may last for 3 days + 3 days per spell level. A stone rune may last for 1 week + 1 week per spell level.
I like the idea behind this mechanic, but again, I'd change these to match my suggestion above.
At the completion of carving the rune, the runemaster then casts the appropriate spell, including all required components.
A runemaster can create a maximum of 3 x her casting level of runes at any time.
A runemaster can activate only 5 + half the runemaster's levels + Intelligence modifier per day with the noted restrictions 3 each of any lesser rune, 2 each of any greater rune, and 1 each of any master rune
ouch. material costs, limited times per day, AND max number active at once? that's a pretty steep limitation. I'd say one at a time, and if it's costing me gold it should be like magic item creation, not like a class ability (permanent).
Note: runestaff requires Craft (runestaff) and though made of wood can last indefinitely depending on how well it is stored and cared for, however runestaves carried while traveling may only last for 1 year, and must be replaced annually.
Watered down skills, and spellbooks with expiry dates? I know it's a fluff thing, but maybe just having the limited number of spells it can hold is enough. I know if I was running a game with these guys I'd waive the 1 year limit, and just assume the caster oils the staff and puts waterproofer on it and such. On the other hand, if I wanted to play on of these guys and a DM didnt waive that rule, it may result in in-game conflict. I can see a player getting pissed when a GM says his spellbook expired and he lost his spells. it's the sort of rule people ignore by default, and then get really annoyed when someone tries to enforce (like spell components for sorcerers).
Also Craft (menhir rune) allows a runemaster to carve a rune using the stone material attributes onto an upright menhir stone that will last indefinitely.
Nifty. I'd consider making this a feat that uses the craft (carving) skill I mentioned above.
Rune: runemasters learn a number of empowered carved symbols, called runes, that grant them powers or protections. At 2nd level a runemaster gains a rune of choice, and an additional rune every two levels after, as noted below. A runemaster cannot select an individual rune more than once. A runemaster can use Rune for 3 + 1/2 the runemaster's levels + Intelligence modifier per day. She can cast her lesser runes 3 x per day. At 10th level a runemaster gains access to greater runes. Each greater rune can only be cast 2 x per day, within the limits of her total available castings per day. At 18th level a runemaster gains access to master runes. Master runes can only be cast 1 x per day, within the limits of her total available castings per day. A rune requires 1 square inch + 1 square inch per spell level in area to create.
Lesser Rune -
Bar (Sp) - a runemaster places this rune onto a door, chest or portal to confer arcane lock, as per spell.
Brehon (Sp) - a runemaster creates a zone of truth, as per cleric spell, all who stand within 20' radius around the rune cannot tell a lie.
Fascinate (Sp) - this decorative rune causes all those who view it to become fascinated, for 1 round + 1 round per 2 runemaster levels. Will save negates.
Obfuscation (Sp) - as a runemaster gains power, when carving this rune she becomes more difficult to view and scry, eventually gaining mage's private sanctum combined with false vision at 10th level. At 4th level she can obscure object, as per spell and have 20% concealment when she moves as if she has the wind stance feat. At 6th level she gains nondetection combined with invisibility. At 8th level she gains greater invisibility and has 50% concealment when she moves, as if she has the lightening stance feat.
Puzzle (Sp) - a runemaster can create a rune that causes all those who view it to become confused for 1 round + 1 round per for evey two levels of runemaster who places it. A Will save negates.
Reading (Sp) - a runemaster can read any book, document or scroll within 10' of the location of this placed rune, as per comprehend languages.
Sanctuary (Sp) - a runemaster can place herself under a sanctuary, as per cleric spell.
Secure (Sp) - a runemaster can place this rune onto a door or portal and confer the hold portal spell.
Trapped (Sp) - a runemaster can protect any rune she creates by combining the rune with explosive runes, as per spell.
Warding (Sp) - a runemaster can protect any rune she creates by combineing the rune with a glyph of warding as per cleric spell.
Greater Rune (Ex) - at 10th level, a runemaster can select from greater runes. She can use any master rune only 2 x per day, within the limits to her total number of runes she can cast per day.
Greater Fascinate (Sp) - works as fascinate rune, though effects last for 1 round + 1 round per level of runemaster. A Will save of 10 + 1/2 the runemaster's level + Intelligence modifier negates.
Greater Puzzle (Sp) - works as puzzle rune, though effects last for 1 round + 1 round per level of runemaster. A Will save of 10 + 1/2 the runemaster's level + Intelligence modifier negates.
Greater Warding (Sp) - a runemaster can protect any rune she creates with a greater glyph of warding, as per cleric spell.
Lock Down (Sp) - a runemaster can create a rune that applies a guards and wards, as per spell.
Sentinel (Sp) - a runemaster can place this rune on a tree duplicating the liveoak 6th level druid spell.
Symbol (Sp) - as a runemaster gains power, she gains access to all of the cleric's symbol spells. At 10th level she can place a symbol of sleep, at 11th level - symbol of pain, at 12th level - symbol of persuasion, at 13th level - symbol of fear, at 14th level - symbol of weakness, at 15th level - symbol of stunning, at 16th level - symbol of insanity, and finally at 17th level - symbol of death.
Vitality (Su) - a runemaster can create a rune that emanates one channel positive energy using the runemaster's level as Cleric level.
Master Rune (Ex) - at 18th level a runemaster may choose one of the powerful master runes. She can use any master rune only 1 x per day, within the limits to her total number of runes she can cast per day.
Combined Rune (Su) - allows you to combine the effects of any two known runes, though both runes need to be placed in a circle.
Fey Lock (Sp) - works as dimensional lock. Rune can be scored onto the ground within 5' of a fey portal, or other location.
Superior Fascinate (Sp) - works as greater fascinate rune, however condition is permanent, unless making a Will save, DC = 10 + 1/2 runemaster levels + runemaster's Intelligence modifier.
Superior Puzzle (Sp) - works as greater puzzle rune, however condition is permanent, unless making a Will save, DC = 10 + 1/2 runemaster levels + runemaster's Intelligence modifier.
I'll look through the specific runes in the morning
Fast Rune Carving as a bonus feat at 4th level, which lowers each time element one step to a minimum of 1 round. For example the 1 minute + 1 minute dirt rune would be lowered to 1 round + 1 round per spell level and carving to stone would go from 2 hours + 2 hours per spell level to 1 hour + 1 hour per spell level.
Every four levels all time increments are lowered to the next one down, to a minimum of 1 round. Thus at 8th level dirt rune carving goes to 1 round only.
So at 16th level bronze is reduced to a single round, with softer materials already at 1 round, iron goes to 1 found + 1 round per level, etc.
I like the Idea of fast runecarving, but I'd lower everything one step, and then have this lower everything again, to a minimum of a swift action + a move action per spell level.
At 20th level gain capstone: Rune Mastery - runes are created instantly when spoken out loud, this is considered a swift action.
This is still a decent rune-based capstone after speeding up the carving times as I mention above.
Runestaff - a runestaff is a heavy oak staff that is 6' long. The upper 12" resembles a wooden cudgel (shillelagh) and can be used as a weapon. The runestaff serves as the spellbook. She can possess as many runestaves as required to hold all known spells, as well as copies of her runestaves to prevent loss through dispelling, sundering or being stolen.
A runemaster's 'spellbook' could also be recorded onto a stone slab as part of her home or within a cave wall, as it can be carved into weapons, armor, wood or metal shields and other large metal surfaces. Though her carried runestaff serves as her most portable version. Her allies could wear the armor or bear the weapons as back-up spellbooks.
This is fantastic. Is there any reason it needs to be a staff though, as written, I can't see any reason not to allow them to use a rod instead (a 1 foot to 2 foot staff) or even to engrave it into a bow, sword, or other weapon - an Idea I think would be awesome, even if the staff is the typical build.
You need to come up with some sort of mechanism that says how much space a spell holds. I'd make it 1+(1 sq inch/spell lv) in carvings.