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C redits

Author: Owen K.C. Stephens


Editing: Rogue Genius Games
Illustration: Valery Sibrikov
Project Management and Planning: Lj Stephens
Graphic Design and Layout: Lj Stephens
Bon Vivant and Planning: Stan!
Contents Copyright 2020 Rogue Genius Games
For more information about
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on Twitter: @Owen_Stephens
All logos are the trademark of Rogue Genius Games, all rights reserved

Product Code: RGG5220Jan05

DESIGNATION OF PRODUCT IDENTITY: DECLARATION OF OPEN CONTENT:


The Rogue Genius Games (RGG) company name All game mechanics, proper names of classes, prestige
and logo; the “52-in-52” and “Runeblades” names classes, archetypes, feats, skills, spells, magic items,
and logos; all artwork, backgrounds, and logos; all monsters, rituals, artifacts AND OR the names of
trade dress, and graphic design elements. abilities presented within this book are Open Game
Content as described in Section 1(d) of the License.

2
R uneblades

R uneblade N ames
“Hither came Krona, the Merciless Night and Midnight
Serpent, from the drowned lands of Dom’daiel now
long lost to memory. At her hip swung Shadowclaw,
the soul-drinker, a blade older than the knowledge of Gythus tore a chunk of bread off the loaf with his
humanity. None could say which controlled the other, teeth, but kept his eyes locked on the pulsating
but all who faced them perished.” darkness at his companion’s hip. Even in the
–From the “Book of Ungol” reflection of his eyes, lit by the campfire, that sword
was a spindle of total darkness.

R uneblades are among the most powerful


weapons ever forged by mortals, though the
secret of their construction is nearly lost. They are
“If it’s so ancient, why is called Shadowclaw?
Did its makers think to foresee what language we
would use today?”
empowered by ancient true runes, sigils of ineffable One corner of Krona’s mouth quirked upward
power that have defined the nature of reality since slightly, but it would be too generous to call the
long before any language or society existed to try to expression a smile.
understand them. A character may find a runeblade “If Shadowclaw was made by creatures capable
linked to their destiny early in their career, even of what we would recognize as thought, they
have said weapon be the cause of the circumstance certainly did not spare any for us or our language.
that makes them But you are asking the wrong question. It is not,
The existence of runeblades is well understood by why does this ancient weapon carry a name we
scholars and sages, but their true nature is not. They recognize in our tongue. It’s why did Shadowclaw
are generally considered little more than unusually and its fellow runeblades mold our language to
powerful magic items, perhaps on the scale with match its name?
lost relics and ancient artifacts. In truth runeblades “And even if we knew the answer to that question,
are more than that in one crucial aspect. Unlike I doubt we would like it.”
other powerful rune-empowered weapons (such as –From the “Book of Ungol”
the Sword of Kings, or Soul Swords), runeblades Each runeblade has a name, which is the best-possible
don’t just use runes, they attempt to alter them. translation of its runic existence into a common tongue.
Each runeblade has a themed name that represents In any language the name is at best an approximation of
the runes that it primarily draws power from, but the true moniker of a runeblade, but anyone touching
also has a purpose. Each purpose is a function the it (including those struck by it) know the closest their
runeblade tries to carry out or create. The weapons native language can get to its true name.
are not intelligent (as most people understand that Runeblade names (and thus themes and
term), but instead their very nature causes them secondary powers) are drawn from either iconic
to try to alter the universe around them. This is a names representing emblems (runic symbols to be
result of each runeblade being a warp in the fabric admired and emulated, often seen as positive or
of runes, a lens that twists and bends the reality intimidating traits) or foes (things to be fears and
around it to match its own runic existence. While killed, with names designed to suggest the foes are
runeblades are not normally sentient or sapient, they doomed in the in the presence of the runeblade).
do have a drive of PURPOSE, which their innate Whether a runeblade is built around an emblem
nature attempts to enforce on both their wielder’s name or a foe name, the steps for building one are
actions, and the universe around them. the same. You can roll randomly (roll 1d20, 1-10
To create a runeblade you create the name first, emblem name, 11-20 for foe name), or just decide
then add a purpose. Each runeblade has an effective if you want a given runeblade to be representation
level, though how that is determined varies based and inspirational, or dreadful and threatening.
on how the GM decided to add runeblades to a Once you know if the weapon has an emblem
campaign (see Runeblade Character Options, near name or foe name, you determine a prefix and
the end of this product). suffix, which define the runeblade’s final name, 3
R uneblades
and 2/3 of the runeblade’s minor, moderate, and 1. D ragon ( drake , sphinx , wyrm )
major powers. As a GM you can just select these,
or determine each element randomly by rolling 1d6 POWERS
and consulting the appropriate table. If you are a Minor: Select one energy damage type (acid, cold,
player who had the GM’s permission to begin play electricity, fire, or sonic). When you attack with the
with a runeblade as one of the Runeblade Character runeblade, you can choose for half of its damage to
Options (see that section, toward the end of this become this energy type.
product) you should propose what runeblade name
Moderate: You gain a breath weapon of the same
and themes you would like to have as part of your
energy type as for the runeblade’s minor power.
character (but ultimately, the GM has final say over
Choose for it to be a 30-foot-cone, or a 60-foot-
what runeblades are allowed into a campaign).
line. It does 1d6 damage per 3 effective levels of
Once you have the runeblade’s name, 2/3 of its
the runeblade, and allows a Reflex save for half
powers are set. While the powers of each name element
damage. Once you have used this ability, you
are set and based on the meaning of that part of the
cannot do so again for one hour.
name, you can alter the actual name to match your
vision of the runeblade. Each prefix and suffix has a Major: You gain wings that grant you a 60-foot
number of suggested alternatives listed in parenthesis flight speed.
after the main name element (and if you wish to be
truly random, you can roll 1d4 to determine which 2. G od ( angel , demon , devil )
of the 4 listed name elements you use). You can also POWERS
replace name elements with elements that make more
Minor – Select 3 0-level spells from the divine spell
sense for your campaign – if dragons don’t exist but
list. You may cast these as innate divine spells at will.
kaiju are common, having Kaijusong as a runeblade
makes more sense than Dragonsong. Moderate – Select two spells from the divine spell
With any suffix, you may wish to make the name list that have a spell level no greater than ¼ the
two words, or even place a possessive ‘s on the runeblade’s effective level and that list a range and
prefix. Thus you can have the foe runeblade name targets. You can cast these spells as innate divine
Dragondoom, Dragon Doom, or Dragon’s Doom. spells a total of twice per day (each spell once, or
The same is true of the alternate prefixes and one spell twice). You can change the selected spells
suffixes. That same weapon could be Drakebane, whenever you gain a level, or the runeblade gains
Sphinx’s End, Wyrm Fall, or any combination of an effective level.
those elements. Major – Select a spell from the divine spell list, that has
Any name element powers that allow a saving a spell level no greater than 1/2 the runeblade’s effective
throw have a DC based on the runeblade’s effective level and that lists a range and targets. You can cast this
level, but using the wielder’s class DC proficiency spell as an innate divine spell once each day.
and ability scores (unless it says otherwise). Any
that needs a caster level or effect level uses the 3. P yre ( ash , fire , flame )
runeblade’s effective level unless it says otherwise.
Any spell granted by the runeblade is an innate POWERS
spell unless it says otherwise. Minor: You can choose for anything you damage
with the runeblade to take 1d4 fire damage the
E mblem N ame P refixes following round. Nothing takes this damage more
than once per round. This lights easily ignitable
EMBLEM NAME PREFIXES materials.
1 Dragon drake, sphinx, wyrm Moderate: The runeblade gains a flaming weapon
2 God angel, demon, devil property rune.
3 Pyre ash, fire, flame Major: The runeblade’s flaming weapon property
4 Shadow nightmare, secret, shade rune becomes greater flaming. You may choose
to have anything you reduce to 0 or fewer hit
5 Tide lake, sea, water points with the runeblade (including things that
4 6 Twilight black, dark, night have already been killed or broken but still have a
P athfinder 2 e
physical form, such as a corpse) that is flammable 1. D ragon ( foe , horror , monster )
to turn to ash and blow away, as if destroyed by a
disintegrate spell. POWERS
Minor: The first time each day you take acid,
4. Shadow (nightmare, secret, shade) cold, electricity, fire, or sonic damage, you gain
resistance to that energy type equal to half the
POWERS
effective level of the runeblade (minimum resist 1)
Minor: You gain a +1 item bonus to Stealth checks for the rest of the day. This applies to the damage
while wielding the runeblade. that triggers this ability.
Moderate: You gain a constant nondetection spell. Moderate: The runeblade gains the greater
Major: You can cast shadow walk at will as single bloodbane weapon property rune, which functions
action. It has a maximum duration of 1 round. against creatures with the dragon trait.
If the GM uses this name element to represent some
5. T ide ( lake , sea , water ) other type of creature, this benefit can apply to
POWERS creatures with a different appropriate trait.
Minor: You gain a swim speed of 20 feet, and Major: The runeblade does an additional 1d10
attacks with the runeblade suffer no penalties to damage against creatures with the trait selected for
attack or damage rolls underwater. its moderate ability.
Moderate: You gain the amphibious creature trait.
Your swim speed increases to 60 feet. 2. God (angel, archon, demon, devil)
Major: At the beginning of your turn you can POWERS
choose to fill your square and all those adjacent Minor: You gain the benefits of protection, but
to you with a swirling mass of water for 1 round. rather than alignment it applies to all outsiders and
This does not require an action, but you must make creatures able to cast divine spells.
this choice before taking any actions. This becomes Moderate: As a single action you can choose to
difficult terrain for all creatures except you. extend your minor benefit to all allies within 20 feet
of you.
6. T wilight ( black , dark , night )
Major: You can cast banishment as an innate
POWERS arcane spell once per day. The runeblade can act
Minor: You gain darkvision. If you already had as a material component for the spell (and is not
darkvision, you gain greater darkvision. consumed when it does so). The spell has a spell
Moderate: You can cast darkness as an innate level equal to half the runeblade’s effective level.
primal spell five times per day. It acts a spell with
a level equal to half the runeblade’s effective level. 3. G iant ( king , hero , titan )

Major: You can cast moon frenzy on yourself as an POWERS


innate primal spell once per day. Minor: You can cast enlarge on yourself as an
innate primal spell three times per day.

F oe N ame P refixes
Moderate: You gain the reduce action.
Reduce [two-actions]
FOE NAME PREFIXES Arcane Runeblade
Range 30 feet; Targets 1 creature larger than you
1 Dragon foe, horror, monster Critical Success The target is unaffected and
2 God angel, archon, demon, devil temporarily immune to your reduce for 1 day.
3 Giant king, hero, titan Success The target is unaffected.
4 Mage curse, hexer, sorcery Failure The target shrinks down to be your size
for 1 minute. It takes a -2 penalty to all attack and
5 Shadow night, secret, thief damage rolls. It is temporarily immune to your
6 Sword axe, claw, weapon reduce for 1 day. 5
R uneblades
Critical Failure The target shrinks down to be 1. -Bringer (beacon, caller, kin/kith)
your size for 1 minute. It takes a -2 penalty to all
attack and damage rolls. POWERS
Major: Every time you damage a target with a Strike Minor: Once per day you can cast a summon
using your runeblade, you can also affect it with a spell (a spell with a title the first word of which is
ray of enfeeblement as part of the same action. The “summon”) with a spell level no greater than half
runeblade attack roll acts as the ray’s attack roll. the runeblade’s effective level as an innate occult
spell. Regardless of what you summon, it takes an
4. M age ( curse , hexer , sorcery ) appearance similar to and gains any appropriate
trait associated with the runeblade’s name (Dragon
POWERS Bringer summons creatures that look like dragons
Minor: You gain a +1 status bonus to saving throws and are have the dragon trait, and so on).
against magic effects. You can change what spell this ability uses once
Moderate: Your critical failures on saving throws per day with 10 minutes of meditation.
against spells become failures. Moderate: You can now use your summoning
Major: Your successes on saving throws against ability twice per day. You can expend two uses of
spells become critical successes. this ability to cast the spell using one fewer actions
(minimum 1 action). All the creatures you summon
5. S hadow ( night , secret , thief ) share one language of your choice.

POWERS Major: You can now use your summoning ability


four times per day. You can expend four uses of
Minor: You gain a +1 status bonus on Perception checks.
this ability to cast the spell using two fewer actions
Moderate: You can cast glitterdust as an innate (minimum 1 action).
primal spell at will. Creatures treat their saving
throws as one category more successful, to a 2. -C law ( fang , roar , talon )
maximum of critical success.
POWERS
Major: You can cast true seeing as an innate primal
spell once per day. Minor: The DC of any Disarm or similar skill attack
action that targets your weapon is increased by +2.
6. S word ( axe , claw , weapon ) Moderate: When you attack the same target more
than once with the runeblade in the same round, the
POWERS
runeblade does an additional +1d6 damage on the
Minor: You gain resistance to bludgeoning, second and subsequent successful hit in the same round.
slashing, and piercing damage with a value equal to
¼ the runeblade’s effective level. Major: The runeblade gains the speed weapon
property rune.
Moderate: You gain a +2 status bonus to Disarm
skill checks.
3. -E dge ( blade , fist , might )
Major: When damaging a weapon, the runeblade
deals +2d10 damage. POWERS
Minor: Your runeblade functions as doing any
E mblem N ame S uffixes physical damage type (bludgeoning, piercing, or
slashing) for purposes of bypassing DR, ending
EMBLEM NAME SUFFIXES regeneration, or triggering vulnerabilities.
1 -Bringer beacon, caller, kin/kith Moderate: Your runeblade functions as being made
2 -Claw fang, roar, talon of any metal for purposes of bypassing DR, ending
regeneration, or triggering vulnerabilities.
3 -Edge blade, fist, might
4 -Dawn light, morning, sun Major: Whenever you deal damage with your
runeblade, you may choose for it to be force
5 -Elder ancient, progenitor, source damage. Attacks that do force damage gain the
6 6 -Song storm, thunder, voice force trait.
P athfinder 2 e
4. D awn ( light , morning , sun ) Moderate: When the runeblade damages a target, it
must succeed at a Fortitude save or its regeneration
POWERS and fast healing stop for 1d4 rounds, and it cannot
Minor: You can cast the light at will as an innate benefit from magic healing for 1 round.
occult spell. Major: Whenever your attack roll with your
Moderate: The runeblade’s light spell is sufficient to runeblade is a 15 or greater (the d20 shows a 15-
trigger light blindness and weaknesses in creatures that 20), and the attack hits and damages your target, the
are normally only triggered by bright light or sunlight attack deals an additional amount of damage equal
(such as and vampire sunlight powerlessness). to 1/4 the runeblade’s effective level.
Major: You can cast chromatic wall three times per
day as an innate occult spell with a spell level equal 2. -D oom ( bane , end , fall )
to half the runeblade’s effective level.
POWERS
A Doom weapon has a specific creature type (or
5. Elder (ancient, progenitor, source) similar category)as its antithesis, as determined by
POWERS its name prefix and defined below:
Minor: You are Trained in all Lore checks. 1. Dragon (dragons), 2. God (celestials, fiends), 3.
Moderate: You are immune to fear effects. If you are Giant (humanoids, giants), 4. Mage (creatures with
already immune to fear effects, as a single action you the Cast a Spell activity), 5. Shadow (undead), 6.
can grant this immunity to a single creature within 30 Sword (constructs, siege weapons, structures, traps)
feet of you that you can see and hear. The immunity Minor: Against attacks and effects from your
lasts until you grant it to an additional creature. runeblade’s antithesis, you gain a +1 status bonus
Major: You can cast true seeing as an innate occult to your AC and saving throws.
spell twice per day. You do not age. Moderate: When you score a critical hit with the
runeblade against its antithesis, you can force the
6. -S ong ( storm , thunder , voice ) target it to make a Fortitude save. On a failed save,
you can either cause it to be unable to use any spells
POWERS
for 1d4 rounds, or reduce its resistances (if any) by
Minor: You gain +1 status bonus to Diplomacy checks. half until it is fully healed.
Moderate: The runeblade gains the thundering Major: When you have been attacked by your
weapon property rune.
runeblade’s antithesis within the past minute, you
Major: You are immune to effects with the linguistic trait. can cast heal or restoration on yourself as innate
divine spells. If your runeblade’s antithesis kills
F oe N ame S uffixes you, there is a 50% chance your runeblade casts
revival on you on your next turn. This power can
FOE NAME SUFFIXES be used twice per day, but not more than once a
1 -Death gallows, grave, tomb minute. These spells all have a spell level equal to
half the runeblade’s effective level.
2 -Doom bane, end, fall
3 -Master king/queen, lady/lord, tyrant 3. -Master (king/queen, lady/lord, tyrant)
4 -Slayer hunter, killer, knight
POWERS
5 -Smasher crusher, hammer, smiter Minor: You can cast command twice per day
6 -Wraith echo, ghost, memory as an innate occult spell. Any creature with an
Intelligence of 3 or greater and that knows any
1. -D eath ( gallows , grave , tomb ) language is considered to understand the language
POWERS you use for your command.
Minor: Your runeblade gain a +5 status bonus to Moderate: You have a permanent zone of truth that
attack rolls against targets that are dying, paralyzed, only affects creatures damaged by your runeblade
or restrained. in the past day. 7
R uneblades

S pecial P urpose
Major: Once per day, you can cast telepathic
demand as an innate occult spell on a creature
you damaged with your runeblade in the past 24
Gythus swore as Hrulden Hel’s head went flying,
hours, even if you have not previously contacted it
severed from the fat sorcerer’s body by one blow of
telepathically.
Krona’s accursed weapon.
“You fool! We needed to question him.”
4. -S layer ( hunter , killer , knight ) “Oh yes, we did.” Krona held Shadowclaw at full
POWERS arm’s length, and for the first time Gythus saw some
Minor: A creature with any unhealed damage from reflection in the blade. The light flickered faintly,
your runeblade on it gains Doomed 1. but the face of Hrulden Hel could be made out in
the light, expression shocked, mouth agape in a
Moderate: The runeblade gains the grievous silent scream.
weapon property rune, which functions even if the “And I suspect he’ll be much more cooperative
critical hit triggering it does not gain the critical this way.”
specialization effect. –From the “Book of Ungol”
Major: The runeblade gains the keen weapon Each runeblade has a special purpose which grants
property rune. powers in addition to its thematic powers drawn
from its name elements, but also imposes an onus
5. -Smasher (crusher, hammer, smiter) on the wielder. A runeblade wielder can fight this
POWERS onus, but in time it nearly always wins out, at least
in part, unless the wielder finds the strength to put
Minor: Your runeblade can do its normal damage
down the blade and walk away.
type, or bludgeoning damage. If it already does
When an onus calls for a saving throw to resist
bludgeoning damage, it deals extra damage equal to
its compulsion, the DC of the save is 10 + 150%
1/4 the runeblade’s effective level (minimum +1).
of the runeblade’s effective level. Some actions
Moderate: When you do bludgeoning damage that allow a character to avoid of fulfil such an
with your runeblade, if your attack roll exceeds the onus note they have specific alignment descriptors,
target’s AC by 5 or more, you may knock it prone. such as being described as an evil act. Undertaking
Major: Your runeblade gains the Smash power. such an act has the same consequences as any act
Smash of that type—a single evil act will not change your
Activate [one-action] alignment, but a GM and player may need to have a
Interact; Effect You brandish the weapon and conversation about a character’s alignment if such
focus its power, causing it to gain in apparent actions occur regularly.
size and weight (though it is no more difficult to You can select an appropriate purpose that
wield). On your next hit with the weapon this turn matches the runeblade’s overall description, or you
that deals bludgeoning damage, the runeblade adds can roll 1d6 to determine its purpose randomly.
an additional 1d12 damage, and then the weapon
returns to its usual size and weight. P urpose D escriptions
TABLE: RUNEBLADE PURPOSES
6. -W raith ( echo , ghost , memory )
1 Gate-Crasher
POWERS 2 Luck-Bender
Minor: You can cast invisibility in one action as an
3 Siege-Breaker
innate arcane spell. It has a maximum duration of
1 round. 4 Soul-Drinker
5 Spell-Breaker
Moderate: You can cast blur as an innate arcane
spell three times per day. 6 Vampiric
Major: You can cast blink as an innate arcane spell Each purpose, along with is powers and onus, are
8 three times per day. described below.
P athfinder 2 e
1. G ate -C rasher On a 7-9, the wielder gains no bonus. On a 10-
12 the wielder takes a -1 penalty to the same rolls
A gate-crasher runeblade wishes to tear down and and checks and cannot spend a luck point from the
destroy defenses. It gains a +1 status bonus to attack runeblade that round.
rolls against foes that have shield or cover bonuses
to AC. You lose this bonus, and take a -1 penalty LUCK-BENDER RUNEBLADE POWERS
to all your attack rolls, if you benefit from a cover Minor: You gain the lucky chance ability.
bonus or shield bonus against an attack that misses Lucky Chance
you. The lasts until the end of your next round. Fortune Runeblade
Frequency once per hour
GATE-CRASHER RUNEBLADE POWERS
Trigger You critically fail a skill check.
Minor: You gain a +6 status bonus to Athletics
Your runeblade rewards you for taking foolish
checks to Force Open, and are considered at least
risks... at least sometimes. You can reroll the
Trained for such checks. You treat critical failures
triggering check, but you must use the new result,
and Failures, and Critical Successes as Successes.
even if it’s worse than your first roll.
Moderate: When a shield takes damage from your
Moderate: You can cast bit of luck at will as an
runeblade, it takes an additional 2d10 points of
innate occult spell.
damage. This is not shared with any other target,
even if normally the damage would be split between Major: Activate [reaction] use one of the runeblade;
the shield and its wielder. Frequency once per hour; Trigger You miss on
Major: Your runeblade ignores the hardness of a Strike with the runeblade; Effect Reroll the
structures, and of vehicles at least two sizes larger triggering attack roll and use the new result. This is
than you. Your runeblade can score critical hits a fortune effect.
against objects and constructs, even if they are Onus: The owner of a luck-bender runeblade is
normally immune to critical hits. consistently pressured to take risks. Each day if the
Onus: If a foe has a shield, vehicle, or defensive wielder does not use at least one of the runeblade’s
position, the wielder must attack that foe in reroll powers, the wielder suffers a -1 penalty to all
preference over a foe that does not have such things Perception and skill checks until they do use one of
(if one is present). Ignoring this onus requires a the weapon’s reroll powers.
successful Will save, with the DC increasing by A character can take needless risks to add
1 each time the wielder ignores it. Anytime you penalties to checks in the hopes of triggering a
fulfill the onus, the DC of Will saves to resist it potential reroll—making a fancy behind-the-back
resets. If you successfully resist the onus, you take weapon attack, adding an unnecessary flip to a jump,
a -1 penalty to AC until you successfully attack mumbling an insult every few sentences during a
a creature with a shield, vehicle, or defensive negotiating, and so on. Doing so is a chaotic act.
position.
Damaging a creature with a shield, vehicle, or 3. S iege -B reaker
defensive position for the sole purpose of removing A siege-breaker runeblade exists to change the odds
this AC penalty is an evil act. of an outnumbered, defensive force. It encourages
bold assaults against large numbers of foes, and
2. L uck -B ender leaving allies and defenders behind to directly
A luck-bender runeblade exists to see unlikely assault the heart of an opposing force. You gain a
things happen. This both causes it to reward +1 circumstance bonus to AC against attack from
dangerous, irresponsible behavior, and (sometimes) the second and subsequent creatures each round to
give assistance when the wielder would normally attack you.
fail at a task. The wielder may choose to invoke
the runeblade as a free action at the beginning of SIEGE-BREAKER RUNEBLADE POWERS
their round as a free action. Roll 1d12. On a 1-6, Minor: You gain a +2 circumstance bonus to
the wielder gains a +1 luck bonus to all attack rolls, AC against attack from the third and subsequent
skill and ability score checks, and saving throws. creatures each round to attack you. 9
R uneblades
Moderate: When you are outnumbered by foes Moderate: As the minor power, but you receive
within 30 feet of you, and have no allies within 30 3 questions, and critical successes on the target’s
feet of you, you gain a +2 status bonus to attack saving throw are treated as successes.
rolls and AC. Once you have asked a specific slain creature
Major: When you are outnumbered by foes within questions, you cannot ask it more questions at a
30 feet of you, and have no allies within 30 feet later date using this moderate power.
of you, you gain fast healing 2, and under these Major: Once each week you can ask questions of
circumstances immediately heal a number of hp any creature slain by the runeblade. This functions
equal to a target’s HD or level when you kill a foe as talking corpse, except it acts as if the creature’s
or knock them unconscious. entire corpse was available and undamaged, you
Onus: If the wielder cannot attack and be attacked automatically share a language with the creature,
by multiple foes, and there is a position from which and all the target’s saving throw results are treated
the wielder can attack and be attacked by multiple as one worse.
foes, the wielder must take at least one action each Once you have asked a specific slain creature
round to move toward that position. This onus can questions, you cannot ask it more questions at a
be resisted with a successful Will saving throw. If later date using this major power.
you resist this, you suffer a -1 penalty to Reflex and Onus: If you go 7 days without killing a sentient,
Fortitude saves until you do take a position where sapient creature with the runeblade, you suffer a -2
you can attack and be attacked by multiple foes. penalty to all Perception and skill checks until you
Starting a fight with group of creatures specifically do so.
to lift the onus penalty is an evil and chaotic act. Killing a sapient, sentient creature purely to
satisfy the runeblade’s onus is an evil act.
4. S oul -D rinker
A soul-drinker runeblade takes some vital spark of
animation from the soul of creatures it is used to 5. S pell -B reaker
kill. It does not drink their entire soul—their spirits A spell-breaker runeblade specifically wants to end
can still be found as normal in the afterlife, but a magic effects and harm spellcasters. It gains a +1
crucial element of their soul that attaches them to status bonus to attack rolls against any creature
the knowledge and concerns of the mortal realm is with the Cast a Spell activity.
removed.
A creature slain by a soul-drinker runeblade has SPELL-BREAKER RUNEBLADE POWERS
its soul stored in the runeblade, as if bind soul had Minor: You gain a +1 status bonus to counteract
been cast with the runeblade as the black sapphire. bonuses.
There is no limit to how many souls a soul-drinker Moderate: You gain the Counter reaction.
can contain.
Counter
SOUL-DRINKER RUNEBLADE POWERS Primal Runeblade
Activate [reaction] command; Frequency once per hour;
Minor Power: Once per day you can ask a question
Trigger A spell targets you or includes you in its
of the last creature slain by the runeblade. This
area; Effect The runeblade attempts to counteract
functions as talking corpse, except it acts as if
the triggering spell with the effect of a dispel magic
the creature’s entire corpse was available and
undamaged, and you automatically share a language with a spell level equal to half the runeblade’s
with the creature. effective level and a counteract modifier equal to
Once you have asked a specific slain creature one 150% of the runeblade’s effective level.
question, you cannot ask it more questions at a later Major: You can cast disjunction as an innate primal
date using this minor power. spell once per day.

10
P athfinder 2 e

R uneblade
Onus: If there is a spellcasting foe present, the
wielder must attack that target in preference to
any non-spellcasting foe. A successful Will saving
throw allows the wielder to overcome this onus, but P owers B y L evel
all saving throws against things other than magic
Krona leaped back from the giant’s mighty
thereafter suffer a -1 penalty until the weapon is
hammerblow, disappearing into a deep shadow
used in an attack against a spellcaster.
cast by the evening sun across the old keep’s ruins.
Attacking a spellcaster purely to remove the
Gythus clenched his teeth, and raised his shield.
saving throw penalty is an evil act.
Despite years of partnership, even time she left his
sight in a battle, he feared this was the time she
6. V ampiric would truly abandon him.
A vampiric runeblade specifically wants to taste But as the misshapen King of Basalt Tor advanced
bloody wounds. It gains a +1 bonus to attack on him, iron hammer the size of a tree raised
rolls against living creatures able to bleed, and a about its head, Gythus saw Krona dash out from
-1 penalty to attack rolls against anything else a different shadow, dozens of feet from where she
(including inanimate objects, things immune disappeared, and bury Shadowclaw into the giant’s
to critical hits, things without blood (or a near ankle. Blood sprayed, and the monstrosity’s skin
facsimile such as ichor) and anything specifically toon on a shadowy paleness he has seen many times
immune to bleeding. before. It fell to its knees, its eyes an expression of
shock, and then collapsed onto its side, motionless.
VAMPIRIC RUNEBLADE POWERS Gythus marched up to the victor, and the woman
Minor: The runeblade gains the wounding weapon who wielded it. He did not entirely lower his
property rune. shield’s guard.
Moderate: As long as at least one creature is takin “Since when can it do that? Carry you from
damage from your runeblade’s wounding rune, you shadow to shadow?”
gain fast healing 2. Krona shrugged. “Just now? This month? A
week? The important thing is, the Keep of Basalt
Major: You treat failures and critical failures of Tor is ours!”
recovery checks as successes. Gythus was convinced she did not include him in
Onus: Once the blade is drawn, it cannot be that declaration of plural ownership.
sheathed again until it has tasted deep blood. Any –From the “Book of Ungol”
successful attack made against a creature that is
not an ally that does lethal damage and made to the
A runeblade has powers defined by its name
best of the wielder’s ability qualifies as deep blood.
elements and purpose, and granted over time at
Otherwise, the wielder must cut themselves before
different levels. How to determine the runeblade’s
sheathing the blade, taking maximum damage from
level depends on which runeblade character option
the weapon (not counting any benefit of the wilder’s
you select (see below), but the following table
own strength or abilities).
shows which powers are gained when.
A successful Will save allows the wielder to A runeblade can be any weapon type, but normally
overcome this onus, but all attack rolls made with finds its way into the hands of a creature able to
the runeblade thereafter suffer a -2 penalty until it wield it with great skill (a GM generally should
next tastes deep blood. make a runeblade a weapon the character receiving
Attacking a creature just to satisfy this need, or it is most proficient with, and allow a player taking
keeping a creature as hostage or prisoner in case a runeblade as part of their background to select
there is a need to satisfy it later, is an evil act. what kind of weapon it is).

11
R uneblades

P owers B y L evel R uneblade


These are a runeblade’s powers, based in its effective
level. No other runes can be added to a runeblade, nor
C haracter O ptions
can any of its runes be transferred to another weapon. Krona slumped in her throne, her drunken eyes
wandering aimlessly through the great hall. Dancers
Level 1: The first Strike you make with the danced, revelers drank and sang, but none of it
runeblade in each combat gains a +1 item bonus touched her heart. Her remaining withered, liver-
to the attack roll. spotted hand rested lightly on Shadowclaw’s pommel,
Level 2: Minor Power from Name Prefix. one long, gnarled finger gently tapping on it.
Level 3: The runeblade develops a +1 weapon With speed none expected, she leaped to her feet
potency rune, granting attack rolls made with the and swung the deadly weapon in an arc that ended
runeblade gain a +1 item bonus. a hair’s breadth from the neck of a young jester,
who crouched motionless in wide-eyed shock where
Level 4: Minor power from Name Suffix
he had been when he dared touch the weapon.
Level 5: The runeblade develops a striking rune, Krona’s voice was a growl. “For a thousand
causing it to deal two damage dice instead of one. years, this curse has found the blood of my family
Level 6: Minor Power from Purpose to serve it. And you think you can just take it? Make
Level 7: Moderate Power from Name Prefix the horrid thing yours? Then you may have it, fool!”
There was no sounds in the hall as Krona shoved
Level 8: Moderate Power from Name Suffix the unshining, black blade at the hapless servant,
Level 9: The first Strike you make with the who raised his hands up and away from it, falling
runeblade in each combat gains a +3 item bonus away from her onto his backside, scrambling to
to the attack roll. escape as quickly as he could by kicking his legs
Level 10: The runeblade’s potency rune becomes and scooting awkwardly across the floor.
a +2 weapon potency rune, granting attack rolls “No? Don’t want it after all?! Does anyone?”
made with the runeblade to gain a +2 item bonus. The hall was silent. Krona sat once more, but
slowly, in obvious pain.
Level 11: Moderate Power from Purpose
“But yet, perhaps it is time. Perhaps my sentence
Level 12: The runeblade’s striking rune becomes is served. Gythus!”
a greater striking rune, causing it to deal three The elderly man approached, alone of all those in
damage dice instead of two. the hall to not show open fear. His long white beard
Level 13: Major Power from Name Prefix was braided, his head bald and pale as an egg.
Level 14: The first Strike you make with the “Yes, my queen?”
runeblade in each combat does one additional “You have found them?”
damage die if successful. He nodded. “Five girls, with vastly distant but true
ties to your bloodline, all between the ages of 17 and
Level 15: Major Power from Name Suffix
27. The first, Elrykka, is training to be an alchemis...”
Level 16: The runeblade’s potency rune becomes Krona silenced him with the wave of her hand.
a +3 weapon potency rune, granting attack rolls “I shall decide what they are to be. Bring them
made with the runeblade gain a +3 item bonus. all to me. Now.”
Level 17: The runeblade’s item bonus is Gythus bowed once, then turned and walked from
increased by +1 for the first Strike you make the throne.
with it in each combat. “Sing, damn your hides.” Krona grunted. “Dance!
Level 18: Major Power from Purpose Bring me mead!”
Nervously, but not without energy, the hall burst
Level 19: The first Strike you make with into movement again.
the runeblade in each combat now does two Krona returned to the same posture on her throne,
additional damage die if successful. the same finger tapping the ebony pommel.
Level 20: The runeblade’s greater striking rune “Or, I suppose You shall decide what they are to
becomes a major striking rune, causing it to deal be, Old Devil. One of them, anywise.”
12 four damage dice instead of three. –From the “Book of Ungol”
P athfinder 2 e
Runeblades are similar enough to the Sword R uneblade A ncestry F eats
of Kings and Soul Swords (see the eponymous
books describing those weapons) to use the same Runeblade Ancestry I Feat 5
methods of determining its effective level as those Runeblade
runic weapons do. However, runeblades are also Prerequisites Runeblade heritage
classically an integral part of a character concept Your runeblade’s effective level increases to
from the character’s origin. Whether the runeblade match your character level, to a maximum effective
is an inheritance from a bygone age, a gift to the level of 8th.
family from the gods, or is considered the true
“player character,” with the actual PC presented as Runeblade Ancestry II Feat 9
a meat puppet, some character concepts work better Runeblade
if a runeblade is part of the character’s ancestry Prerequisites Runeblade heritage, Runeblade
features from the jump. Ancestry I.
And that can be done with the Runeblade Wielder Your runeblade’s effective level increases to
heritage, designed for any Pathfinder ancestry. match your character level, to a maximum effective
level of 12th.
R uneblade Runeblade Ancestry III Feat 13
W ielder H eritage Runeblade
If you want to allow a character to begin play Prerequisites Runeblade heritage, Runeblade
with a runeblade as an integral part of their origin, Ancestry I & II.
you can use the Runeblade Wielder heritage. This Your runeblade’s effective level increases to
heritage can be added to any Pathfinder ancestry. It match your character level, to a maximum effective
follows all the same rules for heritages detailed in level of 16th.
Pathfinder Core Rulebook, but is taken in place of
an ancestry’s normal heritage options.
Runeblade Ancestry IV Feat 17
Runeblade
If you wish to allow a character to have access
Prerequisites Runeblade heritage, Runeblade
to a specific heritage that defines their bloodline
Ancestry I, II, & III.
(such as a half-elf or half-orc), you can allow them
Your runeblade’s effective level increases to
to take that heritage as well in place of their 1st level
match your character level.
ancestry feat.

R uneblade H eritage
You gain a runeblade at 1st level. Its form is that of a
weapon of your choice. It’s effective level is equal
to your level, to a maximum of 4th level. You are
always considered attuned to your runeblade, and
can only attune to 5 other items. If the runeblade is
lost or destroyed, it somehow returns to your or is
rebuilt when you next gain a level, or 91 days later,
whichever comes first.

13
R uneblades

T rue A rtifacts
The runic weapons in the January 52-in-52 releases
– the Sword of Kings, Soul Swords, and runeblades are
among the most powerful weapons likely to fall into
Faferdra adjusted the heavy wait of the dratted PC hands, but in generally they fall short of being as
sword once more, trying to find a comfortable powerful as true artifacts. They can be boosted to minor
position for the strap that held it over her shoulder. artifact status by just giving them their 15th-20th level
“Are you sure you want that thing?” powers without requiring a character to pay any price
for that benefit. But if you want to take them to the next
The big northern woman smiled at the tiny
step of true artifacts, you may wish to combine two
woman Grayheldkin, whom she had traveled with such weapons, and then add the general guidelines for
so many miles already. artifacts (which may be indestructible, or only have one
“It bought my aunt a kingdom didn’t it?” way they can be destroyed, be beyond the effect of any
“A kingdom now in awash in blood and flames.” mortal spell, weapon, or ability and so on).
Faferdra shrugged. “She wasn’t a very good You can also create a rock-paper-scissors situation if
you wish. The Sword of Kings might be beyond the power
queen. Left no heir, barely left her throne room the
of any other item... except the rune-warping purpose of
past few years. I’d have you to help me be better.” runeblades. Runeblades, in turn, can ignore the effects of
Grayheldkin shot her a dubious look. nearly every device and item, but are themselves subject
“Besides,” Faferdra continued as if she hadn’t to the soul-fueled power of Soul Swords. Soul Swords
noticed. “It whispers to me in my sleep.” can survive and recover from nearly any damage or
“Is that supposed to make me feel better?” effect, except the might of the Sword of Kings.
This is a purely narrative choice on the GM’s part, but it’s
“It should! Because its whispers tell me my aunt
a fun way to add some depth and potential plot concerns to
never found it’s true potential. It’s great now, yes. a campaign that use these powerful weapons, and can lead
But it could be... more.” to its own narrative possibilities if the players decide they
–From the “Book of Ungol” must seek one such weapon to deal with another.

14
OPEN GAME LICENSE Version 1.0a Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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14 Reformation: If any provision of this License is held to be unenforceable, such provision shall published and distributed by Frog God Games; Author: Scott Greene, based on original material
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15. COPYRIGHT NOTICE Flumph from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published
Open Game License v 1.0a, © 2000, Wizards of the Coast, Inc. and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian
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System Reference Document, © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet,
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on material by Jonathan Tweet, Monte Cook, and Skip Williams. Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott
Pathfinder Roleplaying Game Advanced Class Guide, © 2014, Paizo Inc.; Authors: Dennis Baker, Greene, based on original material by Philip Masters.
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Russ Taylor.
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Pathfinder Roleplaying Game Core Rulebook, © 2009, Paizo Inc.; Author: Jason Bulmahn, based Greene, based on original material by E. Gary Gygax.
on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Muckdweller from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.,
Pathfinder Roleplaying Game Core Rulebook, © 2009, Paizo Publishing, LLC; Author: Jason

15
published and distributed by Frog God Games; Author: Scott Greene, based on original material
by Gary Gygax.
Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott
Greene, based on original material by E. Gary Gygax.
Necrophidius from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author:
Scott Greene, based on original material by Simon Tillbrook.
Quickling from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published
and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary
Gygax.
Sandman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott
Greene, based on original material by Roger Musson.
Scarecrow from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott
Greene, based on original material by Roger Musson.
Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott
Greene, based on original material by Neville White.
Skulk from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and
distributed by Frog God Games; Author: Scott Greene, based on original material by Simon
Muth.
Spriggan from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published
and distributed by Frog God Games; Authors: Scott Greene and Erica Balsley, based on original
material by Roger Moore and Gary Gygax.
Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: Scott
Greene and Patrick Lawinger.
Age of Ashes Player’s Guide © 2019, Paizo Inc.; Authors: James Jacobs, with Amanda Hamon.
Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner,
Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.
Pathfinder Lost Omens Character Guide (Second Edition) © 2019, Paizo Inc.; Authors:
John Compton, Sasha Lindley Hall, Amanda Hamon, Mike Kimmel, Luis Loza, Ron Lundeen,
Matt Morris, Patchen Mortimer, Andrew Mullen, Mikhail Rekun, Micheal Sayre, Owen K.C.
Stephens, Isabelle Thorne, and Linda Zayas-Palmer.
Pathfinder Adventure Path #148: Fires of the Haunted City © 2019, Paizo Inc.; Authors:
Linda Zayas-Palmer, with Owen K.C. Stephens, James L. Sutter, and Greg Vaughan.
Runeblades, PF2 © 2020, Owen K.C. Stephens; Author: Owen K.C. Stephens. Project manager
and Planning: Lj Stephens. Bon Vivant: Stan!

16

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