The holy knights trade in white magic and smiting evil for the ability to inscribe magical runes of ancient and mysterious power upon their weapons and armor and to perform bard songs.
The rune knight is an archetype of the holy knight class.
The rune knight adds Perform (Sing) as a class skill. This replaces Handle Animal as a class skill.
Scribe Rune (Su)
Beginning at 4th level, a rune knight can inscribe magical runes to bless his weapon or armor. The rune knight may apply a 1st-level bard song to his armor or weapon. The rune knight may apply any defensive songs upon his armor or any offensive songs upon his weapons. Any song that affects more than one target only affects one target and only once per round. The level of the song the rune knight can scribe onto his weapon and armor increases at 8th level, and every four levels thereafter (to maximum of 4th level songs).
The rune knight can only have one rune per song level active at a time.
Only a rune knight has the power to draw upon runes, so his weapons and armor are treated as non-magical equipment in the hands of others. Scribing runes requires a full-round action. The runes last for 24 hours or until the rune knight uses Scribe Rune again.
This ability replaces smite evil and blessing.
The rune knight learns bard songs rather than holy knight spells.
This ability modifies and replaces the holy knight’s spellcasting ability.
Rune Eruption (Su)
At 14th level, as a standard action, a rune knight can have his runes affect allies within a 20-ft.-radius burst for a duration of rounds equal to 3 + the rune knight’s Charisma modifier. A rune knight can use this ability once per day at 14th level plus one additional time per day at 17th and 20th level.
This ability replaces shining light.