Balance between all things. Balance between the sky and the land, the sea and the clouds, the sun and the moon, the people and the animals. Balance between the thoughts that form my power, and balance between the words that shape the elements. Balance between all things.
Dallia Pathwalker, a Jade Weaveshaper to her student.
Jade Weaveshapers adventure in order to create balance, find balance, and to define their own balance. They seek to understand the inherent balance in the world. Jade Weaveshapers also adventure to destroy that which breaks the inherent balance in the world, or at least reconcile it. Aligned outsiders, elementals, and monsters in constant conflict throw off the balance of the world, when one side has more power than another. Jade Weaveshapers tend to try to fix that.
Jade Weaveshapers try to be as unassuming as possible, more often than not. Being easily noticed tends to make problems with their work. Jade Weaveshapers favor fair judgement more than anything else. Although some part of their work isn’t subjective, a large part can be, and that means that they have to know what is going on, and how it affects them.
Jade Weaveshapers are almost always true neutral. A Jade Weaveshaper can never be of a non-neutral alignment. Evil Jade Weaveshapers are not unknown, and not considered any less than good ones, although their tendencies to sort of tend to bring problems up, but no more so than if they were good aligned.
Jade Weaveshapers tend to devote themselves too much to the weave to associate with any particular god in general.
Jade Weaveshapers come into their powers through years of intense study and personal meditation. Only through self balance can the Jade Weaveshaper find balance in the elements, which is an important part of their studies. Large magical conclaves exist for the Jade Weaveshapers, and once they have past their training, they usually move out with a mentor in order to understand the balances and imbalances in the world.
Any race that cares about the balance of the elements and weave could become a Jade Weaveshaper, and Jade Weaveshapers can be found in almost any race present in a campaign setting.
Jade Weaveshapers are able to effectively deal with most classes and people. Classes that shoehorn characters into certain alignments irk the Jade Weaveshaper because of the imbalance created thereafter, but not overmuch than it would other neutral characters.
A Jade Weaveshaper functions mostly as supporting/damaging/battlefield controlling character. He has no ability to heal, and taking damage is not a very good idea.
The main Ability scores necessary for the Jade Weaveshaper are Intelligence, Wisdom, and Constitution. Intelligence is the statistic from which weave points are keyed. Wisdom is necessary for the DCs of the spells that the Jade Weaveshaper casts, as well as being important for many class features that the Jade Weaveshaper possesses. Constitution is important for being able to take more hits.
Jade Weaveshapers tend to be very neutral alignments, without many extreme examples of alignment.
The Jade Weaveshaper’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (Nature) (Int), Knowledge (The Planes) (Int), Knowledge (Geography) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), and Swim (Str).
Skill Points at 1st Level:
(4 + Int modifier)*4
Skill Points at Each Additional Level:
4 + Int modifier
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||0lvl||1st||2nd||3rd||4th||5th||6th|
|Call of the Seasons, Balance Between +1||5||2||-||-||-||-||-|
|Taste the Earth||6||3||-||-||-||-||-|
|Strength of the Weave||6||3||2||-||-||-||-|
|Caress of the Void||6||4||3||-||-||-||-|
|Wrath of the Elements 1/day||6||4||3||-||-||-||-|
|Balance Between +2||6||4||4||2||-||-||-|
|Sing the Fire||6||4||4||3||-||-||-|
| ||6||4||4||4||2||-|| |
|Pull of the Void||6||4||4||4||3||-|| |
|Balance Between +3||6||4||4||4||3||-|| |
|Dance the Ice||6||4||4||4||4||2||-|
|Empower the Weave||6||4||4||4||4||3||-|
|Wrath of the Elements 2/day||6||5||4||4||4||4||2|
|Balance Between +4||6||5||5||4||4||4||3|
|Cry the Wind||6||5||5||5||4||4||3|
|Strangle the Weave||6||5||5||5||5||4||4|
|Balance the Weave||6||5||5||5||5||5||4|
: The Jade Weaveshaper is proficient with light armor, all simple weapons, and a martial weapon of their choice.
The Jade Weaveshaper has a number of weave points in his weave pool equal to his level plus his intelligence modifier. So, a level twelve Jade Weaveshaper with an Intelligence score of 24 (+7), would have a weave pool of 19 weave points per encounter. His weave pool drains, and then resets itself back to full after every encounter.
The Jade Weaveshaper casts spells off of his own spell list. The number of spells known appears on the above table. The Jade Weaveshaper may switch out one spell at level four, and every two levels thereafter. The spell he gains, and the spell he trades must be the same level, and at least two levels lower than the highest level spell he can cast. He casts spells as a Divine caster, and is not affected by a spell failure chance. His caster level is equal to his Jade Weaveshaper level. Casting a spell requires weave points equal to twice the spell’s level, minus one. So, a sixth level spell costs 11 weave points. He may cast 0th level spells a number of times equal to his Wisdom modifier per encounter, and then they cost 1 weave point. The save DC for a spell cast by a Jade Weaveshaper is (10 + Spell level + Wisdom modifier). For the purposes of using spells outside of combat, the Jade Weaveshaper’s weave pool resets every ten minutes, and whenever he enters combat. Outside of combat, he may cast 0th level spells as many times as he likes. His spells and spellcasting are based off of wisdom, and a minimum 10 wisdom is needed to cast his lowest spells. He gains extra spells known for a high Wisdom. The Jade Weaveshaper’s spells may not be affected by Metamagic feats or abilities. The spells that a Jade Weaveshaper can cast are separated into Fire, Ice, Earth, Wind, and Void magic.
Call of the Seasons:
Starting at second level, every time the Jade Weaveshaper casts a spell, he gains a Season point. The seasons are split up into Spring (for air), Summer (for fire), Autumn (for earth), and Winter (for ice), and he gains a Season point whenever he casts a spell associated with the element, and the Season points are associated with the season that is associated with that element. He may spend Season points on abilities. Whenever he gains 3 or more season points in a single season, he may spend them all as a swift action, in order to activate Balance Between, gaining the Balance Between bonus even if he didn’t cast four spells of each successive element in a row, as normal. This effect still activates the cooldown on Balance Between. Season points fade at the end of the encounter.
Starting at second level, whenever the Jade Weaveshaper casts four individual spells successively for each of the elements (not counting void), in any combination (E.G. Fire spell, Ice spell, Air spell, Earth spell, or Ice spell, Air spell, Earth spell, Fire spell), he activates Balance Between. When this ability is activated, he deals extra damage equal to his Intelligence modifier times the bonus listed on the table to any spell that deals damage, and his caster level increases by the bonus listed on the table, for 3 rounds. After this ability has been activated, the Jade Weaveshaper must wait 5 rounds before it is able to be activated again.
Taste the Earth (Su):
Starting at third level, the Jade Weaveshaper may spend two Autumn points as a standard action, and blast an opponent within 40 feet with acid. That opponent takes 1d6 acid damage per caster level the Jade Weaveshaper possesses, with a reflex save (DC 10 + ˝ Jade Weaveshaper levels + Wisdom modifier) for half damage. Regardless of save, the area within 20 feet of the target immediately becomes difficult terrain, for a number of rounds equal to the Jade Weaveshaper’s Intelligence modifier. This ability is affected by Balance Between as if it were a damaging spell. After using this ability, the Jade Weaveshaper may not use it again for five rounds.
Strength of the Weave (Su):
Starting at fourth level, any beneficial spells (ones that heal, provide a bonus, or otherwise do not hinder the ally) the Jade Weaveshaper casts affect an additional ally, and any harmful spells (ones that deal damage, provide a penalty, or otherwise hinder the opponent) affect an additional opponent.
Caress of the Void:
Starting at fifth level, the Jade Weaveshaper may spend a Season point as a standard action to dispel a spell or magical effect, as the Dispel Magic
spell, with a caster level equal to the Jade Weaveshaper’s caster level. This ability is directly connected to the Void, or lack of weave, and therefore not affected by any weave negating abilities, such as Dispels, Anti-magic Fields, counterspells, or the like. The Season point spent can be of any season.
Wrath of the Elements (Su):
Starting at sixth level, once per day, as a full round action, the Jade Weaveshaper may unleash the power of the elements, dealing 1d6 damage per caster level the Jade Weaveshaper possesses, as a ranged touch attack. This attack deals 1/4 of its damage as fire damage, 1/4 as Cold damage, 1/4 as Acid damage, and 1/4 as Electricity damage. It deals an additional 1d6 damage per two caster levels damage of whichever season has higher Season points’ associated element. If none have a higher point count, the damage is not associated with any element. The Jade Weaveshaper gains an additional use of this ability at level sixteen.
Sing the Fire (Su):
Starting at eighth level, the Jade Weaveshaper may spend two Summer points as a standard action, and blast an opponent within 40 feet with fire. That opponent takes 1d6 fire damage per caster level the Jade Weaveshaper possesses, with a reflex save (DC 10 + ˝ Jade Weaveshaper levels + Wisdom modifier) for half damage. The affected opponent takes an additional 1/2 of the damage the next round. This ability is affected by Balance Between as if it were a damaging spell. After using this ability, the Jade Weaveshaper may not use it again for five rounds.
Pull of the Void:
Starting at ninth level, the Jade Weaveshaper may spend two Season points as a standard action, and create a zone of void within 40 feet of the Jade Weaveshaper. All creatures within 20 feet must make a DC 20 strength check or be pulled 5 feet towards the center of the effect. Those who reach the outside perimeter of the area of the effect cannot move away from the center of the effect. If they reach the center, they must make a Fortitude save every round (DC 10 + 1/2 Jade Weaveshaper levels + Wisdom modifier) or be crushed under the immense weight of the void, dealing 3d6 bludgeoning damage. This effect lasts a number of rounds equal to 4 + the Jade Weaveshaper’s Intelligence modifier. This ability, like Caress of the Void, is from the pure lack of weave, and unaffected by abilities that dispel or counteract spells, supernatural , or spell like abilities.
Dance the Ice (Su):
Starting at thirteenth level, the Jade Weaveshaper may, as a standard action, shoot a blast of coldness, by spending two Winter points. This blast deals 1d6 points of cold damage per caster level that the Jade Weaveshaper possesses at one target within 40 feet of the Jade Weaveshaper. This effect also creates a 20 foot area of effect from the target, which functions exactly like the Grease
spell. The DC of the spell is as if the spell were of 6th level, and the DC is based off of the caster’s Wisdom modifier. The effect lasts 3 rounds. After using this ability, the Jade Weaveshaper must wait 5 rounds before using it again.
Empower the Weave (Su):
Starting at level fourteenth level, the Jade Weaveshaper may create an area of empowered weave by spending 4 Weave points as a full round action. This field is 40 feet in radius, and anyone casting a spell within the area has a +4 bonus to their caster level. This effect lasts for 5 rounds. After using this ability, the Jade Weaveshaper must wait 10 rounds before using it again.
Cry the Wind (Su):
Starting at level eighteen, the Jade Weaveshaper spend two Spring points as a standard action, and shoot out a bolt of electricity towards a single target within 40 feet. The bolt of electricity deals 1d6 points of electricity damage per caster level the Jade Weaveshaper possesses. The target must make a reflex save (DC 10 + 1/2 Jade Weaveshaper levels + Wisdom modifier) for half damage. The target must make an additional Fortitude save (DC 10 + 1/2 Jade Weaveshaper levels + Wisdom modifier) or become deafened. The bolt arcs to another target within 15 feet, and deals half damage to that target, and forces them to make the Fortitude save (DC 10 + 1/2 Jade Weaveshaper levels + Wisdom modifier) or become deafened, but the DC has a -2 penalty for each target it arcs to. The bolt can only arc a number of times equal to the Jade Weaveshaper’s Intelligence modifier, and it can only hit a single target once. After using this ability, the Jade Weaveshaper must wait 5 rounds before using it again.
Strangle the Weave:
Starting at nineteenth level, my spending 10 weave points as a full round action, the Jade Weaveshaper may create an Anti-magic Field
as the spell, with a caster level equal to his caster levels. This effect lasts until the end of the encounter.
Balance of the Void:
Starting at twentieth level, once per encounter, the Jade Weaveshaper may spend 4 Season points in order to cast two spells at the same time. Instead of their normal casting times, they take a full round action. He spends half of the normal weave cost to cast them, and activates his Balance Between ability for only one round, ignoring the wait time on the ability altogether. Those two spells may not be of the same element, and both provide double the Season points they normally would give.
Water: Create Water, Mending.
Void: Read Magic.
Fire: Produce Flame, Burning Hands.
Air: Obscuring Mist, Shocking Grasp.
Earth: Magic Stone, Entangle.
Void: Detect Magic.
Fire: Heat Metal, Flame Blade, Fire Trap, Flaming Sphere, Continual Flame, Scorching Ray.
Water: Chill Metal.
Air: Fog Cloud, Gust of Wind.
Earth: Barkskin, Soften Earth and Stone, Warp Wood, Wood Shape.
Void: Resist Energy.
Fire: Fireball, Flame Arrow.
Water: Water Breathing, Sleet Storm.
Air: Daylight, Lightning Bolt, Wind Wall, Searing Light, Call Lightning, Gaseous Form.
Earth: Stone Shape, Plant Growth, Meld into Stone.
Fire: Wall of Fire, Fire Shield, Flame Strike.
Water: Control Water, Ice Storm, Blight, Wall of Ice.
Air: Air Walk, Rusting Grasp, Solid Fog, Shout.
Earth: Spike Stones.
Fire: Animal Growth.
Water:Cone of Cold.
Air: Call Lightning Storm, Control Winds.
Earth: Commune with Nature, Wall of Thorns, Transmute Mud to Rock, Transmute Rock to Mud, Stoneskin, Wall of Stone.
Void: True Seeing, Plane Shift.
Fire: Firestorm, Fire Seeds.
Water: Anti-Life Shell, Freezing Sphere.
Air: Chain Lightning, Wind Walk.
Earth: Earthquake, Ironwood, Stone Tell, Move Earth.
Void: Find the Path.