Okay--all done. As expected, it was really hard to write and probably needs editing to be understood by any human reader
Code:
The Runemaiden
BAB Fort Ref Will Special Runes/Day
+1 +2 +0 +2 Aura of Magic, Detect Magic, 3/1
Runic Strike 1/day, Scribe Rune
Runemaiden's Code
+2 +3 +0 +3 Arcane Grace, Eldritch Touch 4/2
+3 +3 +1 +3 Aura of Runic Invulnerability 4/2/1
+4 +4 +1 +4 Runic Strike 2/day 4/3/2
+5 +4 +1 +4 Spellreaving Strike 4/3/2/1
+6/+1 +5 +2 +5 Enspell Runic Essence 4/3/3/2
+7/+2 +5 +2 +5 Eldritch Body 4/4/3/2/1
+8/+3 +6 +2 +6 Quick Enscribing 4/4/3/3/2
+9/+4 +6 +3 +6 Runic Strike 3/day 4/4/4/3/2/1
+10/+5 +7 +3 +7 Scribe Triggered Rune 4/4/4/3/3/2
+11/+6/+1 +7 +3 +7 Runic Soul 4/4/4/4/3/2/1
+12/+7/+2 +8 +4 +8 Enspell Runic Essence 4/4/4/4/3/3/2
+13/+8/+3 +8 +4 +8 Arcane Sight 4/4/4/4/4/3/2/1
+14/+9/+4 +9 +4 +9 Runic Strike 4/day 4/4/4/4/4/3/3/2
+15/+10/+5 +9 +5 +9 Imbue Runic Essence 4/4/4/4/4/4/3/2/1
+16/+11/+6/+1 +10 +5 +10 4/4/4/4/4/4/3/3/2
+17/+12/+7/+2 +10 +5 +10 Runic Metamagic 4/4/4/4/4/4/4/3/2/1
+18/+13/+8/+3 +11 +6 +11 Enspell Runic Essence 4/4/4/4/4/4/4/3/3/2
+19/+14/+9/+4 +11 +6 +11 Runic Strike 5/day 4/4/4/4/4/4/4/4/3/3
+20/+15/+10/+5 +12 +6 +12 Runic Avatar 4/4/4/4/4/4/4/4/4/4
Hit Dice: d8
Skills: 2 + Int bonus, use the Paladin and Wizard skill lists
Spellcasting: A Runemaiden can create spellrunes somewhat similarly to how a
Wizard prepares spells.
She receives a number of automatic runes known just
as a Wizard (though taken from both Wizard and Paladin spell lists), and she
can learn further runes through research, studying with another Runemaiden,
or absorbing the knowledge from a scribed rune (scribed using the Scribe Rune
class ability, which costs gold and XP).
Each day, she can create a number of spellrunes dictated by the chart above.
Note that an unused rune fades after 24 hours, and it is only then that the
Runemaiden is able to use that slot again to scribe another spellrune.
Scribing a rune takes 1 minute per spell level (5 rounds for a cantrip).
Once scribed, anyone can activate the rune, though the rune's Caster Level
is limited to either the Caster Level of the Runemaiden who created it or the
Effective Runemaiden Caster Level (ERCL) of the person activating the rune,
whichever is lower.
ERCL is calculated as follows--for another Runemaiden,
it is just the Runemaiden's Caster Level. For a spellcaster that is not a
Runemaiden, the ERCL is equal to 3/4 of the character's Caster Level,
rounded down. For a non-spellcaster, the ERCL is 1/2 of the character's
character level, rounded down. For a character who is multiclassed, combine
1 * the Runemaiden level + 3/4 * other spellcasting Caster Level + 1/2 * other
class levels. Note that for classes where caster level is not equal to class
level, the character may choose to just take 1/2 if it is better than
3/4 * caster level.
If the ERCL is below the minimum required to cast the spell stored in the
spellrune, the spell fizzles and the rune is wasted.
So, for example: Thalassa, a 7th-level Runemaiden, creates a spellrune of the
spell Scorching Ray. If Thalassa uses her own rune, the caster level is 7,
and two rays will fire. Thalassa lends the rune to her Soul Sister Sibyl,
who is a powerful Enchantress/Oracle with a Caster Level of 16. Even though
Sibyl's ERCL is 12, if she uses the rune, it still has a caster level of 7,
since that is Thalassa's caster level. If Thalassa instead lends the rune
to her little Sister Phaedra, who is a 4th-level Siren, Phaedra's ERCL is 3,
barely enough to use the rune to fire off a single ray at Caster Level 3.
If Araneau, a 5th-level Swashbuckler, picks Thalassa's pocket (while copping
a feel, just for fun) and takes the rune, his ERCL is 2, so he can't use it.
A Runemaiden uses Int to determine her bonus runes and the DCs of her arcane
runes (as well as which arcane runes she is able to cast). Wisdom is the key
stat for the DCs of her divine runes (as well as which divine runes she is
able to cast).
Runemaiden spellrunes do have Arcane Spell Failure from armour, but any user,
including the Runemaiden, may voluntarily accept the lowest ERCL
(1/2 character level) in order to avoid all Arcane Spell Failure. This means
that nonspellcasters never have to worry about Arcane Spell Failure for
Runemaiden spellrunes.
Aura of Magic (Su): A Runemaiden emanates an aura of magic of all eight schools
equal to the strength of a similar-leveled Paladin's Aura of Good (so Faint
at level 1, Moderate at 2-4, Strong at 5-10, Overwhelming at 11+). Once the
aura becomes Overwhelming, it can stun any who try to detect it (as per
Detect Evil), and it automatically conceals weaker auras within 40 feet (as
per 'strong local emanations' in the Detect Magic text) from all attempts at
detection other than the Runemaiden's own.
Detect Magic (Sp): The Runemaiden may use Detect Magic at will as the spell.
Runic Strike (Su): A Runemaiden can empower her blade to strike with the
magical affinities of her runes. To do so, she expends a rune on her blade
as a free action while declaring a Runic Strike. The attack gains a bonus to
hit and a number of extra d6 damage dice equal to the spell level of the chosen
spellrune. Additionally, if the target has an aura of the same school of magic
as the sacrificed spellrune (usually due to an ongoing magical effect or a
magic item), the Runic Strike creates a more spectacular effect from the affinity
of the magics--add an additional bonus to hit equal to the Runemaiden's Charisma
bonus and an additional bonus to damage equal to her Runemaiden level.
Scribe Rune: The Runemaiden gains the Scribe Rune feat as a bonus feat. This
works just like Brew Potion except that the runes can also be used by other
Runemaidens to learn nw spellrunes.
Runemaiden's Code: Runemaidens are sworn to protect the weak and helpless,
particularly from evil magics, and to study runes and eldritch
flows, while always keeping the utmost respect for the magic and never
abusing it for nefarious ends. A Runemaiden who violates this code or
commits an Evil act becomes an ex-Runemaiden until she Atones.
Arcane Grace (Su): As the Paladin's Divine Grace
Eldritch Touch (Su): A number of times per day equal to her Charisma bonus,
a Runemaiden can lay her hands gently on a subject's wounds as a standard
action, and use the affinities from the magic affecting the subject to heal
them. The touched subject is healed for an amount equal to the total number
of spell levels of spells active on her at the time of the Eldritch Touch.
If the subject happens to be a Runemaiden, she gains an additional 1/2 her
Runemaiden level in hit points, rounded up, due to her innate magical aura.
Aura of Runic Invulnerability (Su): As a standard action, the Runemaiden can
hold her blade sideways in both hands and activate her Aura of Runic
Invulnerability. It creates a transparent sphere of glowing blue energy
centred around the Runemaiden with a radius of her choice, up to 30 feet.
Mystic runes dance across the sphere and glow with powerful eldritch energy.
If any spell or spell-like ability with range greater than touch contains a
target inside the sphere or (if an area spell) has its centre point located
inside the sphere is affected by the aura. The Runemaiden makes a caster
level check against a DC equal to the spell's caster level + 11 to dissipate
the magic. If the check succeeds, the spell dissipates harmlessly against the
Runemaiden's blade. If she succeeds by 10 or more, the spell deflects off the
blade and strikes the initial caster (or is centred on the initial caster in
the case of an area spell).
The Runemaiden may choose to accept a -5 on this
check to gain a chance to absorb the spell's magic. If she succeeds despite
the -5, her blade absorbs the magic and she can restore the power to any
expended rune of spell level equal to or less than the absorbed spell's power.
If the Runemaiden fails the check, however, things do not work out so well for
her. If the Runemaiden is not targeted by the spell already, she becomes the
target, or (if an area spell) the effect becomes centred on the Runemaiden.
The effect strikes the Runemaiden automatically--any attack roll automatically
succeeds (though roll to see if it is a critical) and she automatically fails
her saving throw. However, other defenses, such as Spell Resistance, are still
applicable against the spell.
A Runemaiden who identifies the spell coming her way as something dangerous
(like Destruction) and chickens out can drop her blade and end the aura as an
Immediate action, at which point all further spells (including the one that
frightened her) have their normal effects instead. This could potentially
violate her code, however, if it causes a helpless innocent to die instead of
the Runemaiden.
Spellreaving Strike (Su): When using her Runic Strike, if the Runemaiden
chooses to sacrifice a Dispel Magic rune (or a Greater Dispel Magic rune if she
has one), an additional effect occurs after the initial strike is resolved:
If the opponent took damage from the Runic Strike, she is additionally affected
as if struck by a targeted dispel cast by the Runemaiden. Finally, the target
takes an amount of damage equal to 1d6 per spell level of dispelled spells (not
including magic items) as the energy is released in a violent arcane explosion.
Enspell Runic Essence (Su): When a Runemaiden activates her own rune, she can
apply one of the Runic Essences she knows to the rune's magic. She masters
one runic essence per 6 levels.
Eldritch Body (Su): The Runemaiden imbues herself with the runic essences she
has mastered in her first step to becoming a creature of pure runic magic.
As long as she is under the effects of runic magic for at least eight hours a
day, she no longer needs to eat, sleep, drink, or breathe, though she may do
all these things if she desires. She also gains a minor manifestation of her
runic essence
Quick Enscribing (Su): The 8th-level Runemaiden can enscribe spellrunes and
item runes much more quickly than normal. When enscribing her daily
spellrunes, she now takes one round per spell level, rather than one minute
per spell level (A cantrip takes one move action to enscribe, so she can
cast those on the fly if she has a surface on which to enscribe the spellrune
and has a full round worth of actions).
Additionally, she may scribe up to 1000 gold worth of
multiple runes per full day of crafting with her Scribe Rune feat, despite
the normal limit of one item per day (so she could scribe 3 Cure Moderate
Wounds Runes in a day, for instance).
Scribe Triggered Rune (Su): The 10th-level Runemaiden can create triggered runes
for traps and the like. She can specify a triggering condition similar
to that of a Symbol or Magic Mouth spell, which will cause the rune to trigger
She can also scribe a rune just over the heart of any subject who is not
benefitting from a robe or magic armour (both of which use the same eldritch
flow) which will cast a spell that affects that subject with conditions as per
the Contigency spell. The first use of this ability costs double the XP and gold
of a usual Scribe Rune, and the second requires reagents costing 1500 gold, but no
XP.
Runic Soul (Su): The Runemaiden's soul is charged with eldritch energy that protects
her from harmful magic. This grants her Spell Resistance equal to her Runemaiden
level + 11, except that she can choose to allow any spells of which she is aware
without spending an action or lowering the Spell Resistance for the round. Also,
she no longer suffers the effects of aging. At level 12 when she gains a new Runic
Essence, it empowers her Runic Soul and grants her another minor manifestation,
similar to Eldritch Body.
Arcane Sight (Sp): The Runemaiden's Detect Magic improves to a permanent Arcane
Sight. If the Arcane Sight is ever dispelled by any means, she can simply activate
it again with a standard action.
Imbue Runic Essence (Su): The Runemaiden gains the ability to imbue runic essences
in other living things as well as magic items. She can grant minor temporary
abilities, a number of times per day equal to her Charisma bonus, each lasting for
an hour per level. She can also perform a runic ritual and expend XP and gold to
imbue runic template abilities on another creature.
Runic Metamagic (Su): The Runemaiden can inscribe a
special rune containing potent metamagic energies that can be used by any
spellcaster to add a metamagic effect to their spells. This uses up a spellrune
for the day of a level equal to twice the metamagic effect desired (so a level 8
spell for Quicken, a level 4 spell for Empower, a level 0 spell for Energy Sub),
and the Runemaiden must know the Metamagic Feat in question. Anyone using the
rune as a material component may spontaneously apply the metamagic effect in
question to any of their spells without raising the effective level, so long as
the effective level would not have been too high for the caster to cast (if so,
the metamagic rune is expended and wasted to no effect).
Runic Avatar: The Runemaiden becomes an incarnate manifestation of eldritch runic
energies. In addition to gaining the minor manifestation from her third Runic
Essence, all her manifestations increase in power. She also gains
DR 5/cold iron and NOT magic and Regeneration 2 (overcome by nonmagical weapons
of Cold Iron or spells that destroy magic, like Dispel Magic and Disjunction).
However, whenever she is affected by a targeted Dispel Magic, she suffers 1d6
damage per caster level (max 10d6 on Dispel, 20d6 on Greater Dispel, 30d6 on
Disjunction, etc) Will save for half. Whenever she is inside an area of dead
magic or antimagic, she has to make a Will save each round, starting at DC 20
and increasing by 1 each round, or else she falls comatose until she exits the
area and begins to suffer as if she is holding her breath (and eventually
drowning). On the upside, so long as she continues to make her save, her personal
Supernatural powers (but not her spells or magic items) continue to function
despite the antimagic field or dead magic area. This means she may be able to
muster off a Spellreaving Runic Strike in time to end an Antimagic Field, if she
has the right spellrune prepared, and she continues to enjoy Arcane Grace on the
Will Save to avoid the coma.