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Phosphate
2012-10-21, 01:38 PM
The Weaver
"We do not 'cast' spells per se, young one - for that would imply the shape in which 'spellstuff' is poured, provided pouring is something which can be done to it, instills new properties - which is simply untrue. Indeed, arcana is better thought of as a fabric, fabric which one can learn to tailor with." - Bob Marley


Weavers are people with slight planewarping talents, who can, to a certain degree, create cracks in reality through which the energies of the astral plane can seep. They can mold these energies themselves into spells through a technique known as weaving. Moreover, through training, they can pull out more energy for stronger spells and even employ the cracks themselves as weapons.


Organisation: Weavers don't have much of a tradition, they are a new order of mages, and due to this most come from the same school and serve the same order: Gloria.

Race: Any race of at least small size.

Alignment: Any

Starting age: complex
Starting gold: as wizard

Hit Dice: d4

Class Skills: As Wizard
Skill Points per Day: As Wizard

{table=head]Level|BAB|Fort|Ref|Will|Special |
Generation|
Cap|0lvl|1st|2nd|3rd|4th|5th|6th

1st|+0|+0|+2|+2|Spellweaving, Eschew Materials, Hypersomatism, Maintain Conjunctive|
2|
2|unlim|3|||||

2nd|+1|+0|+3|+3|Misty Conjunctive|
2|
3||4|||||

3rd|+1|+1|+3|+3|Twist 1d4|
2|
3||4|3||||

4th|+2|+1|+4|+4|Suffuse|
3|
4||5|4||||

5th|+2|+1|+4|+4|Twist 2d4|
3|
4||5|4||||

6th|+3|+2|+5|+5|Barrage Grade I|
3|
5||5|5|3|||

7th|+3|+2|+5|+5|Twist 3d4|
3|
5||unlim|5|4|||

8th|+4|+2|+6|+6|Fast Generation|
4|
6|||5|4|||

9th|+4|+3|+6|+6|Twist 4d4|
4|
6|||unlim|5|3||

10th|+5|+3|+7|+7|Empower|
4|
7||||5|4||

11th|+5|+3|+7|+7|Twist 5d4|
4|
7||||5|4||

12th|+6/+1|+4|+8|+8|Barrage Grade II|
5|
8||||unlim|5|3|

13th|+6/+1|+4|+8|+8|Twist 6d4|
5|
8|||||5|4|

14th|+7/+2|+4|+9|+9|Explode Conjunctive|
5|
9|||||5|4|

15th|+7/+2|+5|+9|+9|Twist 7d4|
5|
9|||||unlim|5|3

16th|+8/+3|+5|+10|+10|Warp|
6|
10||||||5|4

17th|+8/+3|+5|+10|+10|Twist 8d4|
6|
10||||||5|4

18th|+9/+4|+6|+11|+11|Barrage Grade III|
6|
11||||||unlim|5

19th|+9/+4|+6|+11|+11|Twist 9d4|
6|
11|||||||5

20th|+10/+5|+6|+12|+12|Grounding|
max|
12|||||||5

[/table]



Spells Known

{table=head]Level|1|2|3|4|5|6
1|6|||||
2|6|||||
3|7|5||||
4|7|5||||
5|8|6||||
6|8|6|4|||
7|9|7|4|||
8|9|7|5|||
9|9|8|5|3||
10|9|8|6|3||
11|9|8|6|4||
12|9|8|7|4|2|
13|9|8|7|5|2|
14|9|8|7|5|3|
15|9|8|7|6|3|1
16|9|8|7|6|4|1
17|9|8|7|6|4|2
18|9|8|7|6|5|2
19|9|8|7|6|5|3
20|9|8|7|6|5|3[/table]



Weapon and Armor Proficiency: A weaver is proficient with simple weapons, no armors, and no shields.

Spellweaving: Weavers cast spells by manipulating arcana they call upon from the astral plane.

They generate energy by creating zones of conflux within the planes, called conjunctives. A conjunctive is always a cube with 5 feet edges which is generated within reach of the weaver. Creating a conjunctive requires a standard action, and so does filling a conjunctive.

The Generation column shows with how many points of energy a new conjunctive forms for a weaver of the appropriate level, and the Cap column shows the quantity of energy after which a weaver of a certain level can no longer generate energy into the same conjunctive (this is a trait of the weaver, not of the conjunctive. For instance, if a level 15 weaver generates a conjunctive, it will start out with 5 energy, and a level 1 weaver cannot add energy to that conjunctive at all, whilst a level 7 one would bring it up to just 7 through generation). A weaver can have as many conjunctives as he wishes active at a time.

He then uses this energy to cast spells. Weavers draw spells from the sor/wiz spell list, except they can't use spells with XP cost, nor can they use spells that have a material component which can't be mitigated by the Eschew Materials feat. The spells are arcane and spontaneous in nature, and DCs are int-based. Level 1 spells cost 1 energy, level 2 spells cost 3 energy, level 3 spells cost 5 energy, level 4 spells cost 7 energy, level 5 spells cost 9 energy, and level 6 spells cost 11 energy. To draw energy from a conjunctive, a weaver must have that conjunctive within reach. A weaver can cast a spell using energy from multiple conjunctives only on condition that either all or all but one of the conjunctives employed are depleted.

Level 0 spells require no energy but can only be used when a conjunctive is within reach, just like regular spells.

While weavers can apply metamagic, they must draw energy for metamagic from a separate conjunctive than the spell. The energy depleted by metamagic is equal to the spell level +1 per 1 level of increase (for instance, a level 1 spell made effective level 6 by metamagic requires 6 energy, not 11, and a level 2 spell made effective level 6 requires 7 energy).

Low level weavers can cast only a certain number of spells of every level per day, just like sorcerers and wizards, even if they have enough energy for more. However, at level 7 they can utilize an unlimited number of level 1 spells, at 9 level 2 spells, at 12 level 3 spells, at 15 level 4 spells and at 18 level 5 spells. Weavers do NOT gain bonus spells per day for having high mental stats.

Conjunctives naturally lose 1 energy per round, at the beginning of the round of a weaver. A conjunctive with 0 energy disappears immediately.

Conjunctives can also be stripped of energy by movement. If a character of at least small size (swarms not included) moves through a conjunctive, it decreases its energy by 1, or by 2 if it is charging or Long. Weavers alone can chose to move through conjunctives without depleting their energy.

Eschew Materials: Weavers gain Eschew Materials as a bonus feat.

Hypersomatism: All spells used by weavers are treated as if they have a somatic component, even if they normally do not. Weavers cannot remove the somatic component of their spells in any way, and they treat the arcane spell failure chance of armor as double.

Maintain Conjunctive (Su): You may select a conjunctive within line of sight as a swift action. As long as you focus on it, it does not lose energy naturally or by creatures moving through it, but you expend your swift action every round.

Misty Conjunctive (Ex): Conjunctives generated by level 2 or higher weavers offer 50% concealment to anyone within them and 20% concealment to anyone whom a conjunctive interposes when they are subjected to a ranged strike.

Twist (Su): As an immediate action, a level 3 or higher weaver can choose to deal 1d4 damage to an opponent when he moves through a conjunctive within line of sight. This damage is untyped and allows a reflex save against a DC of 10 + 1/2 class level + int mod for half damage. The damage is increased by 1d4 every 2 levels.

Suffuse (Su): From level 4, you gain DR equal to 3/4 your class level/bludgeoning for 1 round after you created a new conjunctive (generating into an existing one doesn't count). Doesn't stack with itself nor any other kind of DR.

Barrage Grade I (Sp): As a full round action, a level 6 or higher weaver can, during the same round, cast 1 level 1 spell from every conjunctive within reach. Metamagic cannot be applied to those spells.

At level 12, he may use level 2 spells aswell.

At level 18, he may use level 3 spells aswell.

Fast Generation (Su): A level 8 or higher weaver generates energy into an already existing conjunctive as a move action. Creating a new conjunctive is still a standard action.

Empower (Su): Conjunctives generated by level 10 or higher weavers bolster the spells of other spellcasters. When an arcane caster casts with a conjunctive created by a level 10 or higher weaver within his reach and within the weaver's line of sight, the weaver may choose to consume energy from that conjunctive so that the other spellcaster's effective caster level for the spell as well as the spells save DC are both increased by 1 for every 2 points of energy expended. A weaver cannot benefit from this class feature, not even when used by another weaver.

Explode Conjunctive (Sp): As either an immediate, swift, move or standard action, but only once per round, a level 14 or higher weaver can explode a conjunctive within line of sight, depleting it of energy and dealing 1d8 untyped damage per point of energy to everyone within 5 feet of the conjunctive except characters with levels in the weaver class. A reflex save against a DC of 10 + 1/2 class level + int mod negates damage.

Warp (Sp): A level 16 or higher weaver can, once per round as a free action, teleport into any square within 5 feet of a conjunctive within line of sight.

Grounding (Sp): Once per day, as a non-action, a level 20 weaver may attempt to redirect the arcane energies of a spell into the interplanar gate of a conjunctive. This may be attempted only if the weaver has a conjunctive in reach. The weaver makes a modified check (1d20 + class level + the energy inside the conjunctive + int mod) with a DC equal to 10 + the spell level + the caster's level+ the caster's DC modifier. On a success, the spell is countered and does not take affect. In addition, the conjunctive instantly gains an amount of energy equal to half the amount that casting a spell of that level would cost, rounded up, and any point going over the cap of the conjunctive inflicts 1d4 untyped damage to the caster that is unavoidable. On a failure, the spell acts as normal, and the conjunctive is depleted.

(proposed by ReaderAt2046)

Feats


Conjunctive Perception
Prereq: Weaver level 10, Int 19+
Benefit: You gain a cummulative +2 bonus to spot and listen checks for every conjunctive within reach.

Astral Luminescence
Prereq: Misty Conjunctive class feature
Benefit: While within reach of a conjunctive, you gain darkvision out to 60 ft and can see invisible targets as with See Invisibility.

Conjunctive Mend
Prereq: Twist class feature, Wis 15+
Benefit: Once per day, when an ally passes through one of your conjunctives, you may heal him an amount equal to your twist value.
Special: You may gain this feat multiple times. Each time, it adds two uses per day.

Portable Conjunctive
Prereq: Fast Generation class feature
Benefit: You may generate a conjunctive as a 1-inch in diameter sphere in your hand that moves with you. You may have only one such portable conjunctive at any time.

Portable Conjunctive Toss
Prereq: Portable Conjunctive feat, Explode Conjunctive Class Feature
Benefit: You can throw your portable conjunctive and make it explode as a normal conjunctive as a standard action. Range is up to 25 feet. You may either throw it on the ground and deal damage normally with reflex save to negate, or throw it at a specific opponent. Make a ranged touch attack, if it hits, it explodes normally except that unlike everyone else in the area the target instantly fails the save. If the ranged touch attack misses, everyone in the area makes the save normally, except for the target, which gets a +4 bonus.

Diffraction
Prereq: Empower Class Feature
Benefit: You can use your conjunctives to shield allies. While an ally is placed inside a conjunctive created by you and a spell that allows SR is used on him, you may grant him SR equal to 5 + conjunctive's energy + your class level.

Ranged Conjunctive
Prereq: ability to create conjunctives
Benefit: You can create new conjunctives at 5 feet farther than your reach.
Special: You can take this feat multiple times, increasing distance by 5 feet each time.

Ranged Tailoring
Prereq: Ranged Conjunctive feat
Benefit: Your reach is treated as 5 feet longer for the purpose of casting from conjunctives.
Special: You can take this feat multiple times, increasing reach by 5 feet each time.

ReaderAt2046
2012-10-21, 01:51 PM
I'd propose that the "something" be grounding.

Grounding: Once per day, as a reaction, a weaver may attempt to redirect the arcane energies of a spell into the interplanar gate of a conjunctive. This may be attempted only if the weaver has a conjunctive in reach. The weaver makes a weaver level check (1d20+weaver level + ?Cha?) with a DC equal to 10 + the spell level + the caster's level+ the revelvant modifier. On a success, the spell is countered and does not take affect. In addition, the conjunctive instantly gains an amount of energy equal to half the amount that casting a spell of that level would cost, rounded up. On a failure, the spell acts as normal.

Phosphate
2012-10-21, 01:55 PM
Sounds....awesome! :D Will definitely consider it.

Q. Flestrin
2012-10-21, 02:05 PM
I like the idea, but why does the weaver have to be at least size Small?

Garryl
2012-10-21, 06:22 PM
I like the idea, but why does the weaver have to be at least size Small?

Tiny and smaller creatures have no reach, and thus would only have access to conjunctives in their own space, if that.

Phosphate
2012-10-22, 04:30 AM
Tiny and smaller creatures have no reach, and thus would only have access to conjunctives in their own space, if that.

Precisely.

Anyway, you guys think I should make theme matching feats for this? Also, is it tier 3, or tier 2?

Q. Flestrin
2012-10-22, 05:19 AM
Tiny and smaller creatures have no reach, and thus would only have access to conjunctives in their own space, if that.
Precisely.

Anyway, you guys think I should make theme matching feats for this? Also, is it tier 3, or tier 2?
Okay. I think you should make theme matching feats for this, and one of them should be "Ranged Conjunction" or somesuch.

Phosphate
2012-10-22, 08:19 AM
Ahh, you still want justice for the little guy I see. Eh, ok, I'll see what I can do.

DracoDei
2012-10-22, 09:31 PM
They know every sorcerer-wizard spell? This MIGHT be balanced out by the loss of speed and mobility, but it is hard to say. Expect Enlarge Person to get spammed as soon as they can cast infinite 1st level spells. The loss of AC is probably worth it to be able to shift around a little.

The ability to generate infinite conjunctives means that they can build walls of them to screen a party (or even a battalion in non-standard-adventuring circumstances) from ranged attacks.

Phosphate
2012-10-23, 02:20 PM
They know every sorcerer-wizard spell? This MIGHT be balanced out by the loss of speed and mobility, but it is hard to say. Expect Enlarge Person to get spammed as soon as they can cast infinite 1st level spells. The loss of AC is probably worth it to be able to shift around a little.

They don't know every sor/wiz spell. As I've said in the spoiler, I haven't yet decided how many spells known I should give them.


The ability to generate infinite conjunctives means that they can build walls of them to screen a party (or even a battalion in non-standard-adventuring circumstances) from ranged attacks.

Screening with force walls and abjurations is better.

Also, don't forget that conjunctives lose 1 energy per round by nature and dissipate at 0 energy.

DracoDei
2012-10-23, 03:01 PM
Also, don't forget that conjunctives lose 1 energy per round by nature and dissipate at 0 energy.
I missed this part. it negates any concerns I had. It is also a serious nerf at lower levels.

Phosphate
2012-10-24, 10:31 AM
Which I'm intending to mitigate by giving them a large pool of 1st level knowns. It also helps that Maintain Conjunctive is pretty low in level.

DracoDei
2012-10-24, 11:59 AM
"Skill Points Per Day" is a typo.


Having to spend a round powering up unless working on the defensive is fine.

At first level only being able to cast every other round is not really acceptable... although I guess they could be walking around holding the charge on a touch spell, but that takes a lot of guts to use, especially on the first round of combat.

Here is what that looks like round by round at level 1(without the touch spell):
1st Round:
Move Action: Move if desired
Standard Action: Generate Conjunctive in own square. (50% Cover at 2nd level or higher... not bad).

2nd Round:
Conjunctive looses 1 energy.
Standard Action: Cast.
Move Action: Move if Desired.

3rd Round:
See first round.




I would actually drop Maintain down to first level, that way their progression (without holding a charge on a touch spell) goes:
1st Round:
Move Action: Move if desired
Standard Action: Generate Conjunctive in own square. (50% Cover at 2nd level or higher... not bad).
Swift Action: Maintain Conjunctive.

2nd Round:
Swift Action: Maintain Conjunctive.
5-foot step: Get to side of, or in front of (to reduce option of steping into it and meleeing you) Conjunctive to get rid of 50% miss chance? Not sure if this is necessary.
Standard Action: Cast. Conjunctive now has 1 point left.
Move Action: Not used.

3rd Round:
Swift Action: Maintain Conjunctive.
Standard Action: Cast. Conjunctive disappears.
Move Action: Move if desired.

4th Round:
See Round 1.



Perhaps you should say that until level 4 Maintaining removes 1 point from all other conjunctives within your reach?

I would give them the sorcerer's spell's known (but adjusted for the levels they get access to their spells).

I might bump their spells per day up by 1 at each level so they are better than a specialist wizard (Again you might use the sorcerer but adjusted for the levels they get access to stuff). I would recommend this even if you are trying to increase game sanity by replacing wizards with these.

Tvtyrant
2012-10-24, 12:50 PM
If I might suggest for the spell list? I would use the Bard spell list+the Evocation list. That would get plenty of variety without anything particularly broken (alter self and glibness are the best spells on that list).

Phosphate
2012-10-25, 08:06 AM
Spells known added, Maintain moved to level 1, Suffuse added at level 4.

I'm keeping the sor/wiz spell list.