There is power in death. There is power in blood. There is power in battle. The runereaper opens these gates and lets the power flow.

The runereaper crafts runes as vessels for the energies that war and conflict create. As battle rages around him, these runes pulse with magical energy. The runereaper releases the energy to perform stunning and terrifying feats, scattering his foes before him like wind scatters the chaff of wheat.

Though the runereaper uses magical powers in the symbols that he cuts into his skin, he does not consider his powers to be arcane in nature. Rune magic is a deeper magic than the arcane or even the divine. Rune magic is the resonant magic of life – and death. It is a primitive magic that reflects the world as it once was, not as it might be. Indeed, the runereaper’s strange powers often make him an effective foe against more modern magic users, who would seek to change the world to suit their own twisted desires.

Bloodrunes were first developed by orcs in ancient Porphyra. The runereapers were originally warriorchiefs of Azagor, who brutally fought one another for defensible territory and resources in a land ruled by despotic elemental overlords. The reign of the runereapers ended with the fall of those elementals during the NewGod Wars, however, as their primary function was no longer necessary.
Today, most runereapers are found in the gladiatorial pits of the Jheriak Continuance. In the slave pits, experienced gladiators slice the bloodrunes into the flesh of the younger ones to try and make them into worthy warriors. A few have marveled at the prowess of those fighters and sought to master the secret of the bloodrunes themselves.

Note: The runereaper is a variant class for the barbarian base class.

Role: The runereaper is a devastating fighter against multiple small enemies. Each death feeds his fury. Whereas other fighters slowly are burned out by small, weak enemies, the runereaper only grows more powerful as he cuts through their ranks.

Alignment: Any non-lawful

Hit Die: d12

Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

The Runereaper
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Bloodlust, bloodrune power, bonus feat
2nd +2 +3 +0 +0 Bloodrune power, uncanny dodge
3rd +3 +3 +1 +1 Scarred body +1
4th +4 +4 +1 +1 Bloodrune power
5th +5 +4 +1 +1 Improved uncanny dodge
6th +6/+1 +5 +2 +2 Bloodrune power
7th +7/+2 +5 +2 +2 Armor runes +1
8th +8/+3 +6 +2 +2 Bloodrune power
9th +9/+4 +6 +3 +3 Scarred body +2
10th +10/+5 +7 +3 +3 Bloodrune power, armor runes +2
11th +11/+6/+1 +7 +3 +3 Spell Resistance
12th +12/+7/+2 +8 +4 +4 Bloodrune power
13th +13/+8/+3 +8 +4 +4 Armor runes +3
14th +14/+9/+4 +9 +4 +4 Indomitable will, bloodrune power
15th +15/+10/+5 +9 +5 +5 Scarred body +3
16th +16/+11/+6/+1 +10 +5 +5 Bloodrune power, armor runes +4
17th +17/+12/+7/+2 +10 +5 +5 Runic fury
18th +18/+13/+8/+3 +11 +6 +6 Bloodrune power
19th +19/+14/+9/+4 +11 +6 +6 Armor runes +5
20th +20/+15/+10/+5 +12 +6 +6 Reaper of souls, bloodrune power

Class Skills
The runereaper’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Linguistics (Int), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 4 + Int modifier.

Class Features
All of the following are class features of the runereaper.

Weapon and Armor Proficiency: A runereaper is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Bloodlust (Ex): A runereaper’s eagerness for battle lends him special ferocity when it is first joined. During the first round of combat, a runereaper adds +1d6 damage to all of his attacks. This damage is not multiplied on a critical hit. At 5th level, this damage bonus increases to +1d8. At 10th level, this damage bonus increases to +1d10. At 15th level, this damage bonus increases to +1d12.

Runes: Runereapers cut glyphs of power into their own flesh. When battle rings around them, these runes glow with arcane fury. A runereaper gains a number of rune points equal to their Strength modifier. His rune points goes up or down throughout the day, but usually cannot go higher than his Strength modifier (minimum 1). A runereaper spends runes to activate bloodrune powers. Activating a bloodrune power he knows as an immediate action that does not provoke an attack of opportunity. Whenever the runereaper defeats an enemy combatant, he regains one daily rune point, up to his maximum number of uses per day. Defeating a foe usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated.

Bloodrune Powers: At first level, the runereaper gains his first bloodrune. He gains his second bloodrune at 2nd level, and then an additional bloodrune every two levels of runereaper attained after 2nd level. Unless otherwise noted, a runereaper cannot select an individual bloodrune more than once.

Bonus Feat: At 1st level, runereapers gain a bonus feat from the following list: Catch-Off Guard, Dodge, Exotic Weapon Proficiency, Improved Initiative, Intimidating Prowess, Toughness, or Weapon Focus

Uncanny Dodge (Ex): At 2nd level, a runereaper gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized. A runereaper with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her.

If a runereaper already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Scarred Body (Ex): At 3rd level, the runereaper gains a +1 dodge bonus to AC and a +1 morale bonus on Intimidate checks when wearing no armor (shields are allowed). This bonus increases by +1 for every six levels after 3rd.

Improved Uncanny Dodge (Ex): At 5th level and higher, a runereaper can no longer be flanked. This defense denies a rogue the ability to sneak attack the runereaper by flanking her, unless the attacker has at least four more rogue levels than the target has runereaper levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Armor Runes (Ex): At 7th level, the runereaper gains a +1 natural armor bonus to AC when wearing no armor (shields are allowed). This bonus increases by +1 for every three levels beyond 7th.

Spell Resistance (Ex): The magical potency of the runereaper’s bloodrunes protects him against sorcerous attacks. At 11th level, the runereaper gains spell resistance equal to his character level + his Constitution modifier.

Indomitable Will (Ex): A runereaper of 14th level or higher gains a +4 morale bonus on Will saves to resist enchantment spells.

Runic Fury (Ex): Every enemy felled invigorates you. At 17th level, when you activate a bloodrune, you also gain your bloodlust bonus to damage for that round.

Reaper of Souls (Ex): The runereaper’s heart thrums with the beat of the war drums, attuned to the pace of battle. The runereaper always acts first in combat; after initiative has been determined, if the runereaper did not have the highest initiative count, his count is increase to that of the top count +1. If there is another 20th level runereaper (or anyone else with similar initiative enhancing powers), the runereaper rolls normally against that person to determine who goes first between them, but they both still act ahead of everyone else. Furthermore, whenever a runereaper defeats an enemy and regains a rune point, he may immediately take an additional standard action.