PDA

View Full Version : The Powers of Civilizations Lost to Time [New Base Class]



Icewalker
2009-07-30, 03:42 PM
Ancient Scholar

He meets some fragments huge, and stops to guess
What powerful but unrecorded race
Once dwelt in that annihilated place.

Every world has races and ancient civilizations lost to the swirling powers of time. And in every world, there are those who spend their lives researching these long lost societies and their magic. These scholars unearth the powers that once were used by worlds long past to recreate existence around them.

Hit die: d4

Skill Points: 2 + int modifier.
Class Skills:
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2|Ancient Magic, Well-Read, First Order Weaves

2nd|
+1|
+0|
+0|
+3|

3rd|
+1|
+1|
+1|
+3|

4th|
+2|
+1|
+1|
+4|Second Order Weaves

5th|
+2|
+1|
+1|
+4|

6th|
+3|
+2|
+2|
+5|

7th|
+3|
+2|
+2|
+5|

8th|
+4|
+2|
+2|
+6|Third Order Weaves

9th|
+4|
+3|
+3|
+6|

10th|
+5|
+3|
+3|
+7|

11th|
+5|
+3|
+3|
+7|

12th|
+6/+1|
+4|
+4|
+8|Fourth Order Weaves

13th|
+6/+1|
+4|
+4|
+8|

14th|
+7/+2|
+4|
+4|
+9|

15th|
+7/+2|
+5|
+5|
+9|

16th|
+8/+3|
+5|
+5|
+10|Fifth Order Weaves

17th|
+8/+3|
+5|
+5|
+10|

18th|
+9/+4|
+6|
+6|
+11|

19th|
+9/+4|
+6|
+6|
+11|

20th|
+10/+5|
+6|
+6|
+12|Shattering Reformation[/table]

Weapon and Armor Proficiency: Scholars are proficient with the club, light crossbow, and quarterstaff, but not with any armor or shields.

Ancient Magic: All of the scholar's prowess outside of simple study lies in their control over ancient magic. This magic is expressed through Weaves, into which the scholars pour their life energy to execute certain effects. At first level, a scholar knows three weaves. At every level after first, they learn an additional two weaves. At first, scholars only know and can learn first order weaves, however as they progress in level higher orders of weaves become available: they can select second order weaves at 4th level, third order weaves at 8th level, fourth order weaves at 12th level, and fifth order weaves at 16th level. Many weaves require knowledge of previous weaves to use, as seen in the Prerequisites section in the individual weave entries.

Scholars cast weaves using soulstrength. A scholars soulstrength pool is equal to their class level plus their intelligence bonus. Weaves cost a number of points of soulstrength equal to the order of the weave. Weaves can also be strengthened by expending additional points of soulstrength, as seen in the individual entries. Soulstrength is restored fully by getting a good night's sleep.

If a scholar wishes, they may expend their life force in place of soulstrength, partially or entirely. When casting a weave, a scholar may take points of Constitution damage instead of or in addition to expending soulstrength, with every point of Constitution damage taken replacing one point of soulstrength. This Constitution damage may not be healed magically, recovering only via normal rest. Creatures immune to ability damage or without constitutions may not drain their life force in this way.

Casting a weave is a standard action, and the range is 10 ft./class level, unless otherwise indicated in the individual entry. The save DC for a weave is 10 + the order of the weave + the Intelligence modifier of the scholar. Weaves are spell-like abilities.

Well-Read: Scholars are extremely well educated in all subjects, and gain a bonus on all Knowledge checks equal to their class level, and are capable of making Knowledge checks untrained.

Shattering Reformation: At 20th level, the scholar unlocks the secrets of the ancient civilization he studies, and has discovered a method of rebinding his own mind into a new form allowing him to better understand the workings of their magic. The scholar gains the knowledge to undertake a Ritual of Ancient Rebirth. This ritual, when finished, permanently increases the scholars pool of Soulstrength by 5, and wipes clean and repairs his knowledge of ancient magic, allowing him to reselect all of his weaves from the ground up with the option to take from any Order, choosing a total of 41 weaves, as before.

However, this ritual takes its toll. It reformats the brain of the scholar to match the ancient society he studied, and not the society he lives in in modern times. The ritual permanently reduces the scholar's Wisdom and Charisma by 2, but increases his Intelligence and Constitution by 2.

This ritual requires two days of meditation and 2000 gp worth of specially prepared incense and other supplies. The ritual can be performed more than one time, however the soulstrength bonus and ability score changes do not repeat after the first time, so repetitions of the ritual only allow the scholar to reselect his weaves.

[hr]
WEAVE LIST

First Order Weaves:
Halo of Resolve
Veins of Black Smoke
Silverscorch
Bladed Zephyr
Echo Blade
Flashbolt
Golden Flare
Cloying Shadows
Rending Force
Mind Wrench
Distort Time
Rend Mind
Burning Flare

Second Order Weaves:
Heart of Blue Steel
Heart of Black Fire
Ivory Sparks
Tornado Spear
Ripping Cacophony
Arcing Burst
Shackles of the Glacier
Acidic Transfusion
Radiance
Shadowshift
Forceful Impact
Stormlance
Crushing Shadows
Caustic Rage

Third Order Weaves
Devouring Blaze
Razorwind Cyclone
Choir of Destruction
Heartcage of Jagged Ice
Dissolve
Light of the Ancient Gods
Shadows of Time Forgotten
Blessing of Restoration
Rift
Storm Crown
Twist Thoughts
Shadow and Light
Pillars of Reckoning
Chains of Reckoning

Fourth Order Weaves
Bindings of the Azure Knight
Visage of the Ebon Nightmare
Grasping Argent Inferno
Blackbolt Chaser
Labyrinth of Blood and Sleet
Blessing of Nature
Rift Shards
Fist of the Heavens
Open the Senses
Stasis
Hammer of the Templar
Cleaver of the Icy Tomb
Avatar of Reckoning

Fifth Order Weaves
Regalia of the Ancient Emperor
Cleansing Nova
The Winds of Annihilation
The Reaper's Chime
Shackles of Black Lightning
Icy Prison of the Soul
Ring of Burning Sacrifice
Pike of Everlasting Light
Scythe of Eternal Darkness
Blessing of Life
Rift Sphere
Force of the Planes
Rebirth of the Mind
A Clean and Cracked Slate
Form of All and Naught
Reckoning

Icewalker
2009-07-30, 03:43 PM
First Order Weaves



Halo of Resolve
Prerequisites: None
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Target: One creature
Special: No creature can be under the effects of both this weave and Veins of Black smoke, or any other weave with it as a prerequisite.
Power: A haze of silver blue light shimmers into place behind the head of the target, solidifying their determination and strength. The target gains a +2 Soul bonus to Fortitude and Will saves, and immunity to charm effects.
Strengthen: By expending one additional point of soulstrength, the duration of this weave increases to 2 minutes/level.

Veins of Black Smoke
Prerequisites: None
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless)
Target: One creature
Special: No creature can be under the effects of both this weave and Halo of Resolve, or any other weave with it as a prerequisite.
Power: The veins of the target cloud over with darkness, instilling a deep feral instinct within them. The target gains a +1 Soul bonus to hit and damage and immunity to sleep effects. If the target ever draws blood while under the effects of this weave, the bonus to hit and damage increases to +2.
Strengthen: By expending one additional point of soulstrength, the duration of this weave increases to 2 minutes/level.

Silverscorch
Prerequisites: None
Duration: Instantaneous
Saving Throw: Fortitude partial
Target: One creature
Special: None
Power: A patch of the target's flesh sears horribly, gaining a slight silver sheen as the skin and muscle burns. The burn deals 1d6 damage per two levels (max 5d6). The magic of this fire rejects the healing powers of magic, causing the next healing spell cast on the target to only take effect at half strength unless the caster succeeds on a caster level check with a DC equal to the save DC of the weave. A successful Fortitude save negates this effect and reduces the damage dealt by half. This healing reduction wears off after one day if no healing spell is cast.
Strengthen: For every additional point of soulstrength expended, the damage dealt by this weave increases by 1 per die of damage. No more than 4 additional points of soulstrength can be expended to strengthen this weave.

Bladed Zephyr
Prerequisites: None
Duration: Instantaneous
Saving Throw: Reflex half
Target: 10 ft. line
Special: None
Power: The very air hardens into a bladed edge and sweeps through a line to cut the scholar's foes. This blade deals 1d4 slashing damage per scholar level (Maximum 10d4). A successful Reflex save reduces the damage dealt by half.
Strengthen: For every additional point of soulstrength expended, the damage dealt by this weave increases by 1 point per die of damage and the length of the line increases by 5 ft. After the first 3 points expended in this fashion, the damage stops increasing.

Echo Blade
Prerequisites: None
Duration: Instantaneous
Saving Throw: None
Target: One physical weapon
Special: None
Power: A weapon woven from pure sound forms alongside the weapon of an ally to strike in unison. The first attack made within one round by the weapon targeted is followed immediately by the echo blade. The echo blade makes its attack at an attack bonus equal to the attacker's. The weapon deals damage equal to the base weapon damage of the weapon targeted.
Strengthen: For every additional point of soulstrength expended, the attack and damage rolls of this weave increases by 2 points. By expending one additional point of soulstrength, this weave can be cast as an immediate action. This does not count as a point spent to increase the attack and damage bonus.

Flashbolt
Prerequisites: None
Duration: Instantaneous
Saving Throw: Reflex partial
Target: One creature
Special: None
Power: An arc of black lightning bursts from the hand of the scholar into the target. This lightning deals 1d4 damage per level (maximum 10d4) and paralyzes the target for one round. A successful Reflex save negates the paralyzation and reduces the damage dealt by half.
Strengthen: By expending one additional point of soulstrength, this weave can be cast in the place of an attack of opportunity. This only threatens adjacent foes.

Golden Flare
Prerequisites: None
Duration: Instantaneous
Saving Throw: Reflex negates
Target: 30 ft. cone
Special: This weave must originate in location from the scholar
Power: A blast of golden light bursts forth from the hand of the scholar, blinding those in his path. Those affected must succeed on a Reflex save or be blinded for 1d6 rounds. After this flash, the light persists for one round/level giving off light as a torch from the scholar's hand.
Strengthen: For every additional point of soulstrength expended, the duration of the blinding and of the persisting light increase by 1 round, and the save DC increases by 1.

Cloying Shadows
Prerequisites: None
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless), Reflex partial
Target: Self
Special: None
Power: Semi-solid shadows congeal around the scholar, protecting them from strikes and getting in the eyes of their foes. The scholar gains a +2 Soul bonus to AC, and any creature that attacks them must succeed on a Reflex save or be blinded for one round.
Strengthen: For every additional point of soulstrength expended, the bonus to AC increases by one point. Every two points of soulstrength expended to increase the AC bonus also increases the duration of the blinding for one round. No more than 4 additional points of soulstrength can be expended to strengthen this weave.

Rending Force
Prerequisites: None
Duration: Instantaneous
Saving Throw: None
Target: One object
Special: None
Power: The scholar sends out a twist of force to shatter an object or weapon. The scholar makes a ranged sunder check, not provoking an attack of opportunity. The scholar's attack bonus for this check is equal to their scholar level plus their intelligence bonus. The damage dealt is 1d6 per level (maximum 5d6)
Strengthen: For every additional point of soulstrength expended, the attack bonus and damage of the sunder attempt increase by 2.

Mind Wrench
Prerequisites: None
Duration: Instantaneous
Saving Throw: Will negates
Target: One sentient creature
Special: None
Power: You reach out mentally into your target's mind and tear. The target becomes shaken for 1d4+1 rounds, and gains one of the following three effects chosen at random for the same duration:
1: The target can no longer distinguish friend from foe, and either attacks at random or stops fighting entirely.
2: The target loses all sense of balance, becoming flat footed and requiring a DC 10 Balance check at the beginning of every round to avoid falling prone.
3: The target forgets all capability of fighting, and loses proficiency with all weapons, including natural weapons.
Strengthen: By expending one additional point of soulstrength, the scholar may choose which of the three effects applies to the target.

Distort Time
Prerequisites: None
Duration: Instantaneous
Saving Throw: None
Target: See text
Special: None
Power: The scholar sends out a ripple through time, affecting the moments that individuals act. The scholar can rewrite the initiative count, by increasing or decreasing each individual's initiative score any number of points. The scholar has a total number of points to add or subtract from scores in this way equal to twice his scholar level.
Strengthen: For every additional point of soulstrength expended, the scholar gains 3 additional points with which to shift initiative counts.

Rend Mind
Prerequisites: Rending Force, Wrench Mind
Duration: Instantaneous
Saving Throw: Will negates
Target: One sentient creature
Special: None
Power: You mentally reach into the target's mind and forcefully slam it to pieces. The target takes 1 Intelligence, Wisdom, and Charisma damage and is stunned for 1 round.
Strengthen: For every additional two points of soulstrength expended, the damage, stun duration, and save DC of the weave increase by 1. No more than 4 additional points of soulstrength can be expended to strengthen this weave.

Burning Flare
Prerequisites:Silverscorch, Golden Flare
Duration: Instantaneous
Saving Throw: Fortitude partial
Target: 10 ft. radius burst.
Special: None
Power: You generate a searing burst of bright light at a point, burning and blinding those in an area. Any caught within the flare takes 1d6 damage/two class levels (maximum 5d6) and are also blinded for 1d4 rounds. The next healing spell cast upon an affected target takes effect at half strength unless the caster makes a caster level check with a DC equal to the save DC of the weave. On a successful Fortitude save, the blinding and healing reduction are negated, and the damage is halved. This healing reduction wears off after one day if no healing spell is cast.
Strengthen: For every additional point of soulstrength expended, the radius of this weave increases by 5 ft, and the damage increases by 2 points. For every two points of soulstrength expended in this fashion, the duration of the blinding effect increases by 1 round.



Second Order Weaves



Heart of Blue Steel
Prerequisites: Halo of Resolve
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Target: One creature
Special: No creature can be under the effects of both this weave and Veins of Black smoke, or any other weave with it as a prerequisite.
Power: The target’s heart solidifies with steel resolve and valorous might. The target gains a +4 Soul bonus to Fortitude and Will saves, a +2 Soul bonus to Constitution, and immunity to charm and fear effects.
Strengthen: By expending two additional points of soulstrength on this weave, the duration of this weave increases to 2 minutes/level.

Heart of Black Fire
Prerequisites: Veins of Black Smoke
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless)
Target: One creature
Special: No creature can be under the effects of both this weave and Halo of Resolve, or any other weave with it as a prerequisite.
Power: The target’s heart burns with vicious intent and feral instinct. The target gains a +2 Soul bonus to Strength, a +2 Soul bonus to hit and damage, and immunity to sleep and stunning effects. If the target ever draws blood while under the effects of this weave, the Soul bonuses increase to +3.
Strengthen: By expending two additional points of soulstrength, the duration of this weave increases to 2 minutes/level.

Ivory Sparks
Prerequisites: Silverscorch
Duration: 1 round/two levels
Saving Throw: Reflex negates
Target: One creature
Special: The weave fails if the creature is completely coated with water or another non flammable substance.
Power: Flashing white sparks burst over the target, igniting them with the devouring ivory fire of the ancients. This fire burns twice as strongly as regular fire, dealing 2d6 damage per round, and can only be put out by completely submerging the subject in water or another non flammable substance. This fire damage bypasses the target’s first 10 points of fire resistance. The fire goes out by itself after a number of rounds equal to half the level of the scholar. While the target is ignited with ivory flame, any caster attempting to heal the target must succeed on a caster level check, DC equal to twice the damage dealt so far by the fire or their spell fails.
Strengthen: For every additional point of soulstrength expended on this weave, the damage increases by 2 points per round.

Tornado Spear
Prerequisites: Bladed Zephyr
Duration: 1 round/level
Saving Throw: None
Target: Self
Special: None
Power: A staff of pure wind weaves out of the air into your hands, a glimmering blade of wind in place at the tip. When wielding this weapon, the scholar is treated as if having a Base Attack Bonus equal to their level, and as being proficient with the weapon. The Tornado Spear is a +2 Keen spear. If this weapon ever leaves the hands of the scholar, it vanishes and the weave ends.
Strengthen: For every additional point of soulstrength expended on this weave, the duration is extended by 1 round. If four additional points of soulstrength are expended in this manner, the weapon is treated as a +2 Keen Speed spear.

Ripping Cacophony
Prerequisites: Echo Blade
Duration: Instantaneous
Saving Throw: Fortitude partial
Target: 30 ft. radius spread
Special: None
Power: A massive burst of terrible noise ripples out in a blast, tearing at all those caught in the sound. This cacophony deals 1d8 sonic damage/two class levels (maximum 10d8) to anyone caught in the blast, as well as deafening them for 2d4 minutes and stunning them for 1d3 rounds. On a successful Fortitude save, the damage is reduced by half, the deafening is reduced to rounds instead of minutes, and the stun is negated.
Strengthen: For every additional point of soulstrength expended on this weave, the damage increases by 1 point per die, and the duration of the deafening increases by 1 minute (or round, on a successful save). No more than 4 additional points of soulstrength can be expended to strengthen this weave.

Arcing Burst
Prerequisites: Flashbolt
Duration: 1 round/two levels
Saving Throw: Fortitude negates – Reflex half or partial
Target: 10 ft. radius circle centered on one creature
Special: None
Power: Bolts of flashing dark lightning arc from the creature to all those around him. This lightning deals 1d4 damage/level (maximum 10d4) every round to all creatures within 10 ft. of the target creature. This damage is reduced by half on a successful Reflex save. The target that is the center of these arcs is not damaged by the weave.
Strengthen: By expending three additional points of soulstrength, any being which is struck by the lightning and fails their Reflex save is paralyzed for 1 round.

Shackles of the Glacier
Prerequisites: None
Duration: 1 round/two levels
Saving Throw: None
Target: One creature
Special: None
Power: Chains of jagged ice form around and along the body of the target, lined so as to tear into his flesh at a sudden movement. The target must willingly restrict themselves to only single actions (one move or standard action in a round). Any round in which the target takes actions any more strenuous than these, they take 3d6 cold damage and 1 point of Dexterity damage.
Strengthen: For every additional point of soulstrength expended on this weave, the cold damage increases by 1 point. For every 3 points of soulstrength expended to increase this damage, the Dexterity damage increases by 1 point.

Acidic Transfusion
Prerequisites: None
Duration: Instantaneous
Saving Throw: Fortitude half
Target: One creature with blood
Special: None
Power: The target's blood suddenly becomes acidic, causing hideous pain and damage to the body. The target takes 1d6 acid damage/level (maximum 10d6) and becomes nauseated for 2d4 rounds. The damage and duration are both halved on a successful Fortitude save.
Strengthen: For every two additional points of soulstrength expended on this weave, the acid damage and nauseated duration increase by 1 per die. No more than 6 additional points of soulstrength can be expended to strengthen this weave.


Radiance
Prerequisites: Golden Flare
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless) – Fortitude half
Target: Self
Special: None
Power: A diadem of jagged light bursts into place over the forehead of the scholar. This radiant crown blazes with a light which the scholar can concentrate into streaks to tear at those around him. Once per round, the scholar may spend a free action once per round to deal 2d4 damage to any creature within 50 ft. If the target creature succeeds on a fortitude save, the damage is reduced by half.
Strengthen: While this weave is active, a scholar may expend one point of soulstrength to instantly deal 2d4 damage to a creature within 30 ft. This may not be activated more than once per round.

Shadowshift
Prerequisites: Cloying Shadows
Duration: 1 round/level
Saving Throw: None
Target: Self
Special: If the scholar is under the effects of the weave Cloying Shadows, then this weave may be cast as an immediate action.
Power: As an enemy’s weapon slices through you, your form dissolves into shadows and rematerializes a step away, unharmed. When the scholar casts this weave, the next attack made upon them automatically misses, and allows the scholar to take an immediate 5-foot step in any direction. Once this occurs, the weave ends.
Strengthen: By expending one additional point of soulstrength, the shifting darkness disorients the attacker. When an attack is avoided, the attacker is treated as flat footed for one round.

Forceful Impact
Prerequisites: Rending Force
Duration: Instantaneous
Saving Throw: None
Target: One creature
Special: None
Power: A massive crushing force wildly slams into the target. This blow deals 1d4 force damage/level (maximum 10d4) and executes one of the following effects, depending on the randomly determined direction (roll 1d4) from which the force originates:
Side, 1-2: The force makes a bull rush attempt against the target from a random direction. The strength bonus for the force is equal to twice your class level.
Above, 3: The force crushes the opponent into the ground, increasing the damage dice from 1d4 to 1d6.
Below, 4: The force slams the opponent upward, throwing them slightly into the air. The target takes an added 1d6 falling damage and must make a Reflex save or fall prone.
Strengthen: By expending one additional point of soulstrength, you may choose which of the three effects occurs. For every additional point of soulstrength expended beyond this first, the damage, increases by 1 point per die, the Strength bonus of the bull rush increases by 1, and the reflex save to avoid falling prone increases by 1. No more than 4 additional points of soulstrength can be expended to strengthen this weave.

Stormlance
Prerequisites: Arcing Burst, Ripping Cacophony
Duration: Instantaneous
Saving Throw: Reflex half
Target: 30 ft. line, 15 ft. radius burst.
Special: None
Power: A line of storming energy bursts forth from the air, streaking through the scholar’s foes before exploding in a sphere of sound and lightning. The spell cuts a 30 ft. line originating from a point of the scholar’s choosing, any caught in the line take 1d6 damage/two levels (maximum 5d6). This line is stopped by walls or similarly complete barriers, although it is not stopped by creatures. At the point where the line ends, there is a massive storming blast which deals an additional 1d6 damage/level (maximum 10d6). All damage dealt by this weave is half sonic, half electricity.
Strengthen: For every two additional points of soulstrength expended on this weave, the damage increases by 1 per die of damage, the length of the line may be modified by 5 ft. larger or smaller, and the burst’s radius increases by 5 ft. No more than 6 additional points of soulstrength can be expended to strengthen this weave.

Crushing Shadows
Prerequisites: Shadowshift, Forceful Impact
Duration: 1 round/two levels
Saving Throw: None
Target: One creature
Special: None
Power: Grasping arms of shadow burst from the ground to engulf and crush a target. These shadows grapple with one creature for the duration of the weave, with a grapple bonus equal to your intelligence modifier plus your scholar level. If the target fails the grapple check on any given round, then they are grappled and take 2d4 force damage from crushing shadows. If they succeed on the check, they may act normally, however they must grapple with the shadows again the next round. If the target succeeds on three grapple checks in a row, the weave ends.
Strengthen: For every additional point of soulstrength expended on this weave, the grapple bonus of the shadows increases by 1 point. For every two points of soulstrength expended to improve the grapple bonus, the damage dealt by the shadows increases by 1d4. No more than 4 additional points of soulstrength can be expended to strengthen this weave.

Caustic Rage
Prerequisites: Heart of Black Fire, Acidic Transfustion
Duration: one round/level
Saving Throw: Fortitude negates
Target: One creature
Special: None
Power: The target is given a burst of searing strength and pain. The target gains a +2 morale bonus to Strength and Dexterity, and acts as if under the Haste spell. However, the target takes 1d4+1 acid damage per round and may not stop fighting while the effect is still active. Once the effect ends, the target is sickened for a number of rounds equal to the duration of the rage. At any time while under the effects of this weave, the target can spray a burst of acid from their hands as the Burning Hands spell with their class level as the caster level, dealing acid damage instead of fire damage. Activating this spray of acid doubles the normal 1d4+1 damage inflicted on the target for that round.
Strengthen:For every additional point of soulstrength expended on this weave, the duration increases by 1 round.

Icewalker
2009-07-30, 03:44 PM
Third Order Weaves



Devouring Blaze
Prerequisites: Ivory Sparks
Duration: 1 round/two levels
Saving Throw: Reflex half
Target: one 5 ft. square
Special: None
Power: A burst of white fire bursts from nothing and burns anything in its path, spreading wildly to devour anything it can find. The fire begins in a single five foot square, and as a move action at any point during the duration of the weave, the scholar may order it to move up to 15 feet. As a full round action, the scholar may order the fire to grow, adding another 5 ft. square initially adjacent to the first which may be commanded individually by the scholar (different fires must be commanded individually). Any creature beginning its round in the fire or moving through a square occupied by the fire takes 1d6 fire damage/level (maximum 10d6), Reflex save for half. Healing spells are ineffective against creatures damaged by this fire for a number of rounds equal to the level of the scholar after the damage is first taken.
Strengthen:For every additional two points of soulstrength expended on this weave, the scholar may initially generate an additional space of fire. At any time, the scholar may expend one point of soulstrength to move a fire 5 ft. as an immediate action.

Razorwind Cyclone
Prerequisites: Tornado Spear
Duration: 1 round/level
Saving Throw: Reflex partial
Target: One creature
Special: None
Power: A tearing cyclone rises forth, blades of wind flashing inside the walls of its storm. The targeted creature stands undamaged in the eye of the storm and controls and moves the cyclone. Every round, at the end of the target's turn, any creature adjacent to the target takes 1d6 damage/levels (maximum 10d6) and must make a Reflex save or be knocked prone. The target must make a Strength, Dexterity, or Intelligence check (their choice) to move the cyclone, DC equal to the number of feet they want to move, a distance which may not surpass the target's normal movement rate. If this check is failed, the target moves 10 ft. in a random direction. The target may choose to end the cyclone by making a DC 15 Strength, Dexterity, or Intelligence check.
Strengthen: For every additional point of soulstrength expended on this weave, the target gains a +3 to checks made to move or end the cyclone.

Choir of Destruction
Prerequisites: Ripping Cacophony
Duration: Instantaneous
Saving Throw: Fortitude partial
Target: 30 ft. radius spread
Special: As an immediate action, a bard within 50 ft. of the scholar may expend a use of bardic music to increase the save DC of this ability by 4.
Power: A burst of sound rips at the ears and minds of any in an area. All caught in the spread are permanently deafened, stunned for 1d4 rounds, as well as taking 1d8 points of sonic damage/two levels. On a successful Fortitude save, the targets is only deafened for 1d4 hours, are not stunned, and the damage is reduced by half.
Strengthen: For every additional point of soulstrength expended on this weave, the save DC increase by 1 and the radius increases by 5 feet. No more than 4 additional points of soulstrength can be expended to strengthen this weave.

Heartcage of Jagged Ice
Prerequisites: Shackles of the Glacier
Duration: 1 round/two levels
Saving Throw: Fortitude negates
Target: One creature with a discernable anatomy
Special: None
Power: Tendrils of sharp ice pierce and enclose the heart of the target, not causing harm until he exerts himself. If the target takes any action in a turn other than a single move action or free action, he takes 1d3 points of Constitution damage per action taken. For a full round action, the damage is instead 1d4+1. If significantly moved by force (knocked prone, knocked back, etc) the target takes 1d3 points of Constitution damage.
Strengthen: By expending two additional points of soulstrength, the Constitution damage dealt by this weave for actions increases by 1 point.

Dissolve
Prerequisites: Acidic Transfusion
Duration: Instantaneous
Saving Throw: Fortitude partial
Target: One creature
Special: None
Power: Hideously powerful red acid pours into existence over the body of the target, reducing them to a viscous bloody mess. The target takes 1d6 acid damage/level (maximum 10d6). If this deals more than half of their remaining hit points in damage, the target must make a Fortitude save or be killed and reduced to a puddle of acidic blood.
Strengthen: For every additional two points of soulstrength expended on this weave, the damage increases by 1 point per die. No more than 6 additional points of soulstrength can be expended to strengthen this weave.

Light of the Ancient Gods
Prerequisites: Radiance
Duration: Instantaneous
Saving Throw: Fortitude Partial
Target: 30 ft. cone
Special: This weave must originate in location from the scholar
Power: A burst of light tears at the souls of your foes. Targets have their souls partially torn from their bodies, and are rendered unconscious for 2d4 rounds while their souls return. On a successful Fortitude save, targets are instead shaken for 1d4 minutes and paralyzed for 1d4 rounds.
Strengthen: For every additional two points of soulstrength expended on this weave, the cone increases in size by 5 feet.

Shadows of Time Forgotten
Prerequisites: Shadowshift
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Target: Self
Special: None
Power: You are engulfed in ripples of time and shadow, and time itself gathers around your injuries to accelerate their recovery. You gain fast healing 5, and as a free action, you can reduce the duration of any single effect or condition that is affecting you to half it's remaining duration. If also under the effects of the Cloying Shadows weave, you gain partial concealment.
Strengthen: For every additional point of soulstrength expended on this weave, the fast healing increases by 2 points. No more than 5 additional points of soulstrength can be expended to strengthen this weave.

Twist Thoughts
Prerequisites: Mind Wrench
Duration: 1 round/two levels
Saving Throw: Will negates
Target: One sentient creature
Special: None
Power: You reach into the social mind of the target, twisting them in some unforseen way. The target suffers one of the following three effects, chosen at random:
1: The target percieves friends as foes and vice versa, immediately switching sides in any current conflict and attacking its allies. If the target has no allies present, it takes no action.
2: The target loses control of its abilities to speak. It will always tell the truth and the entire truth when asked questions, and any attempts to cast a spell with a verbal component automatically fail.
3: The target loses its ability to interpret actions. It suffers a -2 penalty to hit, AC, and saves, and is incapable of making skill checks regarding prediction or interpretation (sense motive, spellcraft, knowledge, etc). The target must also make a DC 10 Wisdom check every round to recognize another being (this includes recognizing an ally or an enemy as such during combat).
Strengthen: By expending two additional points of soulstrength, the scholar may choose which of the three effects applies to the target.

Blessing of Restoration
Prerequisites: None
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Target: One creature
Special: Range limited to touch
Power: The renewing powers of nature restore health and vitality to the touched creature. The target heals 1d4 hit points/level (max 10d4) and restores 1 point of ability score damage per scholar level, divided between ability scores as chosen by the scholar.
Strengthen: For every two additional points of soulstrength expended on this weave, the scholar may cure one disease or poison in the target.

Rift
Prerequisites: None
Duration:Instantaneous
Saving Throw:Fortitude partial
Target:One creature
Special: None
Power: A rift in reality tears open in front of the target creature, which is sucked into it, torn into infinitesimal pieces which are infinitely stretched and crushed, then slammed back into a coherent being and exhumed into reality. The target suffers three effects (separate saves), chosen randomly from the following 8:
1: Be blinded for 1d4 hours, reduced to minutes on a successful save.
2: Be deafened for 1d4 hours, reduced to minutes on a successful save.
2: Save or take 1d4+1 Strength damage.
3: Save or take 1d4+1 Dexterity damage.
4: Save or take 1d4+1 Constitution damage.
5: Save or take 1d4+1 Charisma damage.
6: Save or be treated as entangled for 1d4 hours, reduced to minutes on a successful save.
7. Save or lose the use of one hand for 1d4 hours, reduced to minutes on a successful save.
8. Roll again twice.
In addition to these effects, the target takes 30 points of damage, minus the result of another Fortitude save. If the same effect is rolled twice, the effects stack.
Strengthen: For every two additional points of soulstrength expended on this weave, roll one additional time on the effects table.

Storm Crown
Prerequisites: Stormlance, Razorwind Cyclone
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Target: One creature
Special: None
Power: A ring of wind, thunder, and lightning manifests into an awesome visage above the target's head, giving them the ability to hurl the elements at their foes. Once per round, as a free action, the storm crown allows the wielder to do one of the following four things:
1: A circular burst of lightning, dealing 1d6 lightning damage/two levels (maximum 5d6) to all adjacent creatures.
2: A gust of wind in a 30 ft. cone (as the spell): A Tiny or smaller creature on the ground is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6×10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting. Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6×10 feet. Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6×5 feet.
3: A deafening burst of thunder in a 5 ft. radius emanating from a point of your choosing within 50 ft. This burst deals 3d8 sonic damage and deafens for 1d4 rounds.
4: Stormstrike, a blast of storm magic either through a ranged touch attack (range 50 ft.) or choosing to add the damage to a regular attack. This deals 1d8 lightning damage, 1d8 sonic damage, and 1d8 force damage.
Strengthen: For every additional point of soulstrength expended on this weave, the duration increases by one round. As an immediate action, the scholar may expend one point of soulstrength to cause the storm crown to immediately change wielders for the remainder of the duration.

Shadow and Light
Prerequisites: Light of the Ancient Gods, Shadows of Time Forgotten
Duration: Instantaneous
Saving Throw: Will partial
Target: 30 ft. radius spread
Special: At least half of the soulstrength cost of this weave must be paid with Constitution damage.
Power: The scholar adeptly manipulates the inherent powers of light and shadow into an annihilating burst of something beyond magic. Anything caught inside the radius takes 1d6 typeless damage/level (max 10d6). All spells, psionics, or weaves active within the area immediately end, and the burst deals an additional 3 points of damage for every effect canceled in this way. The burst also impacts the souls of those in the area, dealing 1 point of damage to every ability score. A successful Will save reduces the typeless damage taken by half and negates the ability score damage. For the next 1d4 rounds, any magic, psionics, or ancient magic attempted inside the area affected by the weave automatically fails, striking the caster with a backlash of 2d6 damage.
Strengthen: By expending an additional two points of soulstrength, the soul damage increases to 2 points to every ability score.

Pillars of Reckoning
Prerequisites: Devouring Blaze, Arcing Burst
Duration: 1 round/two levels
Saving Throw: Will negates (harmless), Reflex half
Target: One creature
Special: None
Power: The target gains the power to call down shimmering pillars of ivory fire and ebony lightning. As a full round action, the target can choose an unoccupied square within weave range to be struck by a pillar. All spaces adjacent to the chosen square are filled with a burst of the roiling elements, dealing 1d6 damage/level (max 10d6), paralyzing the target for 1d4 rounds, and negating all healing spells cast on the target for a number of rounds equal to your scholar level. The damage is half fire, half lightning. This damage bypasses all resistance, and deals half damage to creatures normally immune, however the damage is reduced by half and the special effects negated on a successful reflex save. When the weave ends, the target takes 1d8 points of nonlethal damage for every pillar sent as the elemental reckoning leaves him.
Strengthen: For every two additional points of soulstrength expended on this weave, the duration increases by one round.

Chains of Reckoning
Prerequisites: Heartcage of Jagged Ice, Dissolve
Duration: See text
Saving Throw: Fortitude partial
Target: One creature
Special: None
Power: Red and blue seals of binding are etched into the skin of the target as if with ice and acid, sealing them in place with magic. The target takes 4d6 damage every round for three rounds during which they are shaken. This damage is half acid, half cold. At the end of those three rounds, the target must succeed on a Fortitude save or be paralyzed for 2d4 rounds.
Strengthen: For every two additional points of soulstrength expended on this weave, the duration of the paralyzation increases by 2 rounds.



Fourth Order Weaves



Bindings of the Azure Knight
Prerequisites: Heart of Blue Steel, Blessing of Restoration
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Target: One creature
Special: No creature can be under the effects of both this weave and Veins of Black smoke, or any other weave with it as a prerequisite.
Power: Ribbons of blue steel spring into being and plate the target in protective and regenerative righteous armor. The target gains a +4 Soul bonus to Fortitude and Will saves, a +4 Soul bonus to Constitution and Wisdom, a +4 Soul bonus to AC, fast healing 5, and immunity to charm, fear, and death effects.
Strengthen: By expending two additional points of soulstrength on this weave, the duration of this weave increases to 2 minutes/level. While under the effects of this weave, a scholar may expend one point of soulstrength to stun a target for one round as a move action (Fortitude save negates).

Visage of the Ebon Nightmare
Prerequisites: Heart of Black Fire, Rift
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless)
Target: One creature
Special: No creature can be under the effects of both this weave and Halo of Resolve, or any other weave with it as a prerequisite.
Power: Dark smoke shapes the targets face and form into a powerful slaughtering form. The target gains a +4 Soul bonus to Strength and Dexterity, a +4 Soul bonus to hit and damage, blindsight out to 120 feet, and immunity to sleep, stunning, and paralysis effects. If the target ever draws blood while under the effects of this weave, the Soul bonuses increase to +6.
Strengthen: By expending two additional points of soulstrength on this weave, the duration of this weave increases to 2 minutes/level. While under the effects of this weave, a scholar may expend one point of soulstrength to make a target shaken for 1d4 rounds as a move action (Will save negates).

Grasping Argent Inferno
Prerequisites: Devouring Blaze, Crushing Shadows
Duration: 1 round/two levels
Saving Throw: None
Target: 10 ft. radius spread
Special: None
Power: Streaks of white fire burst from the air around anyone caught in the weave and grasp at them violently with physical strength. The targets are immediately grappled by the flames, which deal 4d6 fire damage every round that they grapple a target, and have a grapple bonus equal to your scholar level plus your intelligence modifier. If a target succeeds on the grapple check, it takes no damage that round and may take action. If the flames win on two consecutive grapple checks, they pin the target, knocking them prone. Any new creatures that enter the area are immediately attacked, and any creature leaving the area is still pursued by grappling flames for the duration of the weave.
Strengthen: For every two additional points of soulstrength expended on this weave, the grapple bonus of the flames increases by 2 and the radius of the spread increases by 5 ft. No more than 6 additional points of soulstrength can be expended to strengthen this weave.

Blackbolt Chaser
Prerequisites: Arcing Burst
Duration: 1 round/two levels
Saving Throw: Reflex half
Target: See text
Special: None
Power: A bolt of dark lightning streaks from your hand, but instead of merely striking a target, shapes itself into a snake and begins streaking amongst your foes. This weave creates a long snake of lightning which moves 40 feet in a round to and through wherever and whatever the scholar commands it as a free action. Any target it passes through takes 1d6 lightning damage/level, maximum 15d6. This damage is reduced by half on a successful reflex save. The snake cannot hit the same target more than once in a round.
Strengthen: For every additional point of soulstrength expended on this weave, the distance the snake can move in a round increases by 5 ft.

Labyrinth of Blood and Sleet
Prerequisites: Heartcage of Jagged Ice
Duration: See text
Saving Throw: None
Target: One creature
Special: None
Power: Walls of ice spring up around your opponent, trapping them inside an extradimensional maze of ice and traps. The target spends a number of rounds trapped in the maze equal to 4d4 minus their intelligence modifier, minimum 3. Every round that the target spends trapped in the maze they take 2d6 cold damage.
Strengthen: For every additional point of soulstrength expended on this weave, the time the target spends escaping the maze increases by 1 round.

Blessing of Nature
Prerequisites: Blessing of Restoration
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Target: One creature
Special: Range limited to touch
Power: The renewing powers of nature restore health and vitality to the touched creature. The target heals 1d6 hit points/level (max 15d6) and restores 1d2 points of ability score damage per scholar level, divided between ability scores as chosen by the scholar.
Strengthen: For every additional point of soulstrength expended on this weave, the scholar may cure one disease or poison in the target.

Rift Shards
Prerequisites: Rift
Duration: Instantaneous
Saving Throw: Fortitude partial
Target: One creature
Special: None
Power: Numerous minuscule rifts in reality tear open around the target creature, which is torn apart and sucked into them separately, then torn into infinitesimal pieces which are infinitely stretched and crushed, burned and frozen, annihilated and rebuilt, then slammed back into a coherent being, exhumed into reality, and hurled back together from the multiple shards. The target suffers four of the following effects (separate saves), chosen randomly from the following 12:
1: Permanent blindness, reduced to 1d4 hours on a successful Fortitude save.
2: Permanent deafness, reduced to 1d4 hours on a successful Fortitude save.
3: Permanent loss of the ability to speak, reduced to 1d4 hours on a successful Fortitude save.
4: Permanent loss of the use of one arm, reduced to 1d4 hours on a successful Fortitude save.
5: Take 2d4 Strength damage, Fortitude save for half.
6: Take 2d4 Dexterity damage, Fortitude save for half.
7: Take 2d4 Constitution damage, Fortitude save for half.
8: Take 2d4 Charisma damage, Fortitude save for half.
9: Paralyzed for 1d4 minutes, On a successful Fortitude save only entangled for 1d4 minutes instead.
10: -4 to all saving throws for 1d4 minutes, reduced to 1d4 rounds on a successful Fortitude save.
11: Nauseated for 2d4 rounds, reduced to half this duration on a successful Fortitude save.
12: Roll again twice.
In addition to these effects, the target takes 50 points of damage, minus the result of another Fortitude save. If the same effect is rolled twice, then the target is affected two times with the result.
Strengthen: For every two additional points of soulstrength expended on this weave, roll one additional time on the effects table.

Fist of the Heavens
Prerequisites: Forceful Impact
Duration: Instantaneous
Saving Throw: Reflex partial
Target: 10 ft. x 10 ft. square
Special: None
Power: A massive force slams down in the area you designate, like the strike of a god. Any creature caught in the strike suffers 1d8 force damage/level (maximum 20d8) and is panicked for 1d4 rounds and knocked prone. On a successful Reflex save, a target takes half damage and is not panicked, but is still prone.
Strengthen: For every additional point of soulstrength expended on this weave, the save DC increases by 1. If four additional points of soulstrength are expended in this manner, the area is also increased to a 15 ft. by 15 ft. square. No more than 6 additional points of soulstrength can be expended to strengthen this weave.

Open the Senses
Prerequisites: Twist Thoughts
Duration: Instantaneous
Saving Throw: Will negates
Target: One sentient creature
Special: None
Power: All of the creatures senses are forced open to take in everything around them and everything they have ever felt. This massive and immediate sensory overload shuts down the perceptions of the mind entirely. The target permanently loses all of their senses, including blindsight and other special forms.
Strengthen: For every additional point of soulstrength expended on this weave, the save DC increases by 1.

Stasis
Prerequisites: Distort Time
Duration: See text
Saving Throw: Fortitude negates
Target: One creature
Special: None
Power: The target ceases to exist in time, reappearing in the same spot centuries later. They are trapped in stasis for 1d4 x10 years/level. While in stasis, a creature cannot be seen or interacted with physically or magically, except via the use of a Wish or Miracle spell to end the stasis.
Strengthen: For every additional point of soulstrength expended on this weave, the save DC increases by 1.

Hammer of the Templar
Prerequisites: Bindings of the Azure Knight, Fist of the Heavens
Duration: 1 round/level
Saving Throw: None
Target: Self
Special: None
Power: A holy maul of blue steel streaks from the sky to land smoothly in your hand. When wielding this weapon, the scholar is treated as if having a Base Attack Bonus equal to their level, and as being proficient with the weapon. The Hammer of the Templar is a +3 Holy greatclub. If this weapon ever leaves the hands of the scholar, it vanishes and the weave ends.
Strengthen: For every additional point of soulstrength expended on this weave, the duration is extended by 1 round. If four additional points of soulstrength are expended in this manner, the weapon is treated as a +4 Holy Axiomatic greatclub. While under the effects of this weave, a scholar may expend one point of soulstrength to provide himself and all allies within 20 ft. with a +1 morale bonus to hit and damage for one round as a free action.

Cleaver of the Icy Tomb
Prerequisites: Visage of the Ebon Nightmare, Labyrinth of Blood and Ice
Duration: 1 round/level
Saving Throw: None
Target: Self
Special: None
Power: A shimmering blade of blood streaked crystal rises from the ground into your grasp. When wielding this weapon, the scholar is treated as if having a Base Attack Bonus equal to their level, and as being proficient with the weapon. The Cleaver of the Icy Tomb is a +3 Wounding Falchion. If this weapon ever leaves the hands of the scholar, it vanishes and the weave ends.
Strengthen: For every additional point of soulstrength expended on this weave, the duration is extended by 1 round. If four additional points of soulstrength are expended in this manner, the weapon is treated as a +4 Wounding Icy Burst Falchion. While under the effects of this weave, a scholar may expend one point of soulstrength to deal 2d4 points of cold damage to all creatures within 10 ft. of the weapon (allies and scholar included) as a free action.

Avatar of Reckoning
Prerequisites: Grasping Argent Inferno, Blackbolt Chaser
Duration: 1 round/two levels
Saving Throw: None
Target: See text
Special: None
Power: A terrifying and glorious being of white fire and dark lightning manifests in a space adjacent to the scholar to fight for him. All foes of the Avatar are Shaken when they are within 20 feet of it and remain so for 1d4 rounds after leaving the radius. The Avatar does not take damage, but is possible to destroy by using anti-magic or dispel magic. It has a movement rate of 50 ft. and an attack bonus equal to the scholar's level plus Intelligence modifier. It may attack once as a standard action, or twice as a full round action (at full bonus to hit), dealing 3d6 fire and 3d6 lightning damage which bypasses all resistances and deals half damage to creatures normally immune to the element.
Strengthen: While under the effects of this weave, a scholar may expend two points of soulstrength to order the Avatar to cast a spell. This is a move action for the scholar and a standard action for the Avatar. The Avatar can cast any spell of 5th level or lower with the [fire] or [lightning] descriptor at a caster level equal to the scholar's.



Fifth Order Weaves



Regalia of the Ancient Emperor
Prerequisites: Bindings of the Azure Knight, Visage of the Ebon Nightmare
Duration: 1 minute/level
Saving Throw: None
Target: Self
Special: None
Power: Golden vestments lined with gemstones of all colors, with a crest of solid sapphire and a collar of glistening opals shimmer into place on your body, giving off a imperial radiance for all to behold. The scholar gains a +6 Soul bonus to all ability scores, saving throws, skill checks, attack rolls, and damage rolls, as well as immunity to, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. When this weave ends, the scholar's soul is torn as the regalia is pulled away, dealing 2d4 Charisma damage.
Strengthen: By expending one additional point of soulstrength, the duration of this weave increases to 2 minutes/level.

Cleansing Nova
Prerequisites: Grasping Argent Inferno
Duration: Instantaneous
Saving Throw: Reflex partial
Target: 100 ft. burst, 50 ft. burst, 20 ft. burst
Special: None
Power: A flashing sun of the purest white fire shimmers into existence at the point you designate, wavers, and explodes in a burst of cleansing flames. All within 20 feet of the center are disintegrated to ash. Those outside the 20 ft. disintegration but within 50 feet suffer 20d6 fire damage which bypasses resistance and deals half damage to those normally immune to fire. Those who are outside this 50 foot burst but still within 100 ft. of the center suffer only 10d6 fire damage, which bypasses resistance and deals half damage to those normally immune to fire. On a successful Reflex save, the degree of the blast is reduced by one (from disintegration to 20d6 fire damage to 10d6 fire damage to nothing). An evil outsider caught in the blast is damaged as if one degree closer to the center. An evil outsider caught in the first 20 ft. of the blast is annihilated instead of disintegrated. Any caught in the blast cannot be affected by healing spells for the next 1d4 days. Channeling such a searing energy is crippling to the scholar, who suffers 5d6 fire damage and cannot be healed for 1 hour after casting.
Strengthen: By expending two additional points of soulstrength, the scholar can safely channel the burning power, and is not afflicted by the 5d6 damage or hour of negated healing.

The Winds of Annihilation
Prerequisites: Razorwind Cyclone
Duration: Instantaneous
Saving Throw: Fortitude partial
Target: 60 ft. cone
Special: This weave must originate in location from the scholar
Power: A burst of wind tinted with streaks of colors incomprehensible flays those in front of you and dissolves their bodies to the winds. Any caught in the blast must succeed on a Fortitude save or be disintegrated. On a failed save, targets must succeed on a second Fortitude save or are annihilated instead. Those who succeed on the first save instead suffer 10d6 damage and 1d4 negative levels. Controlling this burst causes terrible damage to the hands, dealing 1d4 Dexterity damage to the scholar.
Strengthen: For every two additional points of soulstrength expended on this weave, the DC of the Fortitude saves increase by 1, and the size of the cone increases by 5 ft. No more than 8 additional points of soulstrength can be expended to strengthen this weave.

The Reaper's Chime
Prerequisites: Choir of Destruction
Duration: 1 round/two levels
Saving Throw: None
Target: Self
Special: None
Power: A chime fashioned out of threads of fate bound with shadow is provided to the scholar from death itself. Once per round, as a move action, the scholar may ring the chime either against a target, or openly. If a target is chosen, then the target must succeed on a Fortitude save at a DC 4 higher than normal or be instantly killed. If no target is chosen, then all in a 50 ft. radius of the scholar, the scholar included, must succeed on a Fortitude save or be instantly killed. When this weave ends, the scholar must resist death's passing when the chime is taken back, and takes 1d4 negative levels unless he succeeds on a Fortitude save, DC equal to that of his weaves.
Strengthen: For every two additional points of soulstrength expended on this weave, the duration increases by 1 round. While under the effects of this weave, a scholar may expend one point of soulstrength to activate the chime against a target as a free action.

Shackles of Black Lightning
Prerequisites: Blackbolt Chaser
Duration: 1 round/level
Saving Throw: Fortitude partial
Target: See text
Special: None
Power: Chains of lightning burst from the ground and dig vicious hooks into targets, pulling taught and binding them to the spot they stand, pulling harder until they tear out the target's very soul. Every round, once as a free action and a second time as a move action, the scholar may bind a single target within 100 ft. with a hooked chain which cannot be avoided and last for the duration of the weave. One chain holding a target immobilizes, the second chain stops all physical movement short of speaking, the third chain paralyzes, and the fourth chain attempts to rip out the soul, killing the target unless they succeed on a Fortitude save. However channeling this lightning shocks the body, dealing 1d6 lightning damage to the scholar whenever he deploys a chain.
Strengthen: While under the effects of this weave, a scholar may expend two points of soulstrength to create an additional chain as a standard action.

Icy Prison of the Soul
Prerequisites: Labyrinth of Blood and Sleet
Duration: Permanent
Saving Throw: Fortitude partial
Target: One creature
Special: Target creature must be below 1/5 of their maximum hit points.
Power: You tear the target's soul from their body and imprison it forever in a small block of eternal ice. The target is immediately killed and cannot be resurrected unless the ice in which they are imprisoned is melted by dealing 100 points of fire damage to it in a single round. If the target succeeds on a Fortitude save, they are instantly killed but their soul escapes imprisonment. The scholar must channel their physical strength to make such a binding permanent, and suffer 2d4 points of Strength damage upon using this weave.
Strengthen: For every additional point of soulstrength expended on this weave, a scholar may target a creature 5 hit points above 1/5th health.

Ring of Burning Sacrifice
Prerequisites: Dissolve
Duration: 1 round/level
Saving Throw: None
Target: One creature
Special: None
Power: A ring of shimmering red acid wraps around the finger of the target, giving them the powers to utterly destroy their foes. The ring provides the wearer with immunity to acid, and allows them to cast Dissolve as a scholar of your level as a standard action. When the weave ends, the ring loses magical coherence and becomes simply a splash of extremely powerful acid upon the hand of the target. They suffer 1 point of Dexterity damage for every time the ring was used.
Strengthen: While this weave is active, a scholar may expend two points of soulstrength to allow the wielder of the ring to use Dissolve once as a free action.

Pike of Everlasting Light
Prerequisites: Light of the Ancient Gods, Regalia of the Ancient Emperor
Duration: 1 round/level
Saving Throw: None
Target: Self
Special: None
Power: A beam of sunlight bursts down and shimmers corporeally in front of you, smoothly shaping into a long spear when you grasp it in your hand. When wielding this weapon, the scholar is treated as if having a Base Attack Bonus equal to their level, and as being proficient with the weapon. The Pike of Everlasting Light is a +5 Brilliant Energy spear which always glows as if under the effect of a Light spell. If this weapon ever leaves the hands of the scholar, it vanishes and the weave ends.
Strengthen: For every additional point of soulstrength expended on this weave, the duration is extended by 1 round. If four additional points of soulstrength are expended in this manner, the weapon is treated as a +5 Brilliant Energy Speed spear. While under the effects of this weave, a scholar may expend two points of soulstrength to cast Holy Smite as a caster of his level as part of an attack action.

Scythe of Eternal Darkness
Prerequisites: Shadows of Time Forgotten, Regalia of the Ancient Emperor
Duration: 1 round/level
Saving Throw: None
Target: Self
Special: None
Power: Your shadow appears to take out and wield a great scythe, and a shadow of the weapon forms in your hands as well. When wielding this weapon, the scholar is treated as if having a Base Attack Bonus equal to their level, and as being proficient with the weapon. The Scythe of Eternal Darkness is a +5 Vorpal scythe. If this weapon ever leaves the hands of the scholar, it vanishes and the weave ends.
Strengthen: For every additional point of soulstrength expended on this weave, the duration is extended by 1 round. If four additional points of soulstrength are expended in this manner, the weapon is treated as a +5 Vorpal Wounding scythe. While under the effects of this weave, a scholar may expend two points of soulstrength to cause the scythe to confer upon the target 1d3 negative levels as part of an attack action.

Blessing of Life
Prerequisites: Blessing of Nature
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Target: One creature
Special: Range limited to touch
The renewing powers of nature restore health and vitality to the touched creature. The target heals 1d8 hit points/level (max 15d8) and restores 1d4 points of ability score damage per scholar level, divided between ability scores as chosen by the scholar. If cast upon a corpse that has died within the last 100 years, it returns them to life at full strength with no loss of experience or Constitution. However, the life returning function is a very draining one, and the scholar suffers 2d4 points of Wisdom damage when using the weave in this way.
Strengthen: For every additional point of soulstrength expended on this weave, the scholar may cure one disease or poison in the target.

Rift Sphere
Prerequisites: Rift Shards
Duration: Instantaneous
Saving Throw: Fortitude partial
Target: One creature
Special: None
Power: A rift in reality tears open to form a spherical surface completely around the target creature, which is torn apart into every direction and sucked into the hole, then torn into infinitesimal pieces which are infinitely stretched and crushed, burned and frozen, annihilated and rebuilt, aged for an eternity and taken back to a time before they existed, then restored and slammed back violently into a mostly coherent being, exhumed into reality, and hurled back together from all directions into the spot where they stood. The target suffers six of the following effects (separate saves), chosen randomly from the following 12:
1: The complete loss of eyes and ocular structure, requiring a wish, miracle, or stronger to fix. On a successful Fortitude save, the target is permanently blinded instead.
2: The complete loss of ears and auditory structure, requiring a wish, miracle, or stronger to fix. On a successful Fortitude save, the target is permanently deafened instead.
3: The complete loss of vocal chords, requiring a wish, miracle, or stronger to fix. On a successful Fortitude save, the target is permanently incapable of speech instead.
4: The arms are rebuilt in a nonsensical and completely non-functional structure, requiring a wish, miracle, or stronger to fix. On a successful Fortitude save, the target permanently loses one arm instead.
5: Take 2d4 Strength drain, changing to Strength damage on a successful Fortitude save.
6: Take 2d4 Dexterity drain, changing to Dexterity damage on a successful Fortitude save.
7: Take 2d4 Constitution drain, changing to Constitution damage on a successful Fortitude save.
8: Take 2d4 Charisma drain, changing to Charisma damage on a successful Fortitude save.
9: The legs are rebuilt in a nonsensical and non-functional structure, requiring a wish, miracle, or stronger to fix. On a successful Fortitude save, the target permanently loses one leg instead (reducing movement speed to 5 ft. or 10 ft. with support, making running impossible and negating Dexterity bonus to AC).
10: The wrists are mutilated into a non-functional structure, causing a -4 to hit and damage as well as the loss of proficiency with all weapons, requiring a wish, miracle, or stronger to fix. On a successful Fortitude save, the wrists are only damaged to this degree and suffer the same penalties but can be healed with a regenerate spell.
11: The intestines are permanently rearranged in a disgusting and broken manner. The target is initially nauseated for 1d4 minutes and afterwards becomes nauseated for 1d4 rounds whenever they take actions amounting to more than a single move or standard action in one round. This requires a wish, miracle, or stronger to fix. On a successful Fortitude save, the damage is simpler and can be fixed by a regenerate spell.
12: Roll again twice.
In addition to these effects, the target takes 75 points of damage, minus the result of another Fortitude save. If the same effect is rolled twice, then the target is affected two times with the result. This weave forces the scholar to channel a tear in reality through himself, causing damage to the scholar's body as well. After casting the weave, the scholar suffers one of the effects on the table chosen at random.
Strengthen: For every three additional points of soulstrength expended on this weave, roll one additional time on the effects table.

Force of the Planes
Prerequisites: Fist of the Heavens
Duration: Instantaneous
Saving Throw: Fortitude partial
Target: One creature
Special: None
Power: The force of an entire plane presses down on the target from all directions, crushing them inward into nothing. The target is crushed into nothingness and instantly killed unless they succeed on a Fortitude save at a DC 4 higher than normal. If they succeed on the save, they instead suffer 1d8 force damage per level (maximum 20d8).
Strengthen: For every five additional points of soulstrength expended on this weave, you may target one additional creature.

Rebirth of the Mind
Prerequisites: Open the Senses
Duration: Permanent
Saving Throw: Will partial
Target: One sentient creature
Special: None
Power: You wipe the mind of the target blank, rendering it empty as that of a newborn child. The target loses all memories and abilities, including muscle memory and all other similar forms of knowledge or ability. On a successful Will save, this effect is only temporary, and the memories return after 1d4 days.
Strengthen: For every two additional points of soulstrength expended on this weave, the save DC increases by 1. No more than 8 additional points of soulstrength can be expended to strengthen this weave.

A Clean and Cracked Slate
Prerequisites: Force of the Planes, Rebirth of the Mind
Duration: Permanent
Saving Throw: Will partial
Target: One sentient creature
Special: None
Power: By forcibly removing the memories of the target you damage their mind absolutely as well as wiping their mind to nothing. The target loses all memories and abilities as per the Rebirth of the Mind weave, however they are also driven absolutely insane. If, via any means, the target's memories are returned, they remain permanently insane. On a successful Will save, the memory removal is negated, but the target is still rendered insane.
Strengthen: For every two additional points of soulstrength expended on this weave, the save DC increases by 1. No more than 8 additional points of soulstrength can be expended to strengthen this weave.

Form of All and Naught
Prerequisites: Pike of Everlasting Light, Scythe of Eternal Darkness
Duration: 1 round/two levels.
Saving Throw: None
Target: Self
Special: None
Power: The infinite powers of light and darkness fill your body and mix with one another, annihilating into a storm of infinite non magic as your form reshapes into a continually shifting blaze of gold and black. While in this form an anti-magic field surrounds you out to 50 feet. You gain the ability to hurl bolts of anti-magic as a standard action which deal 10d6 damage and attempt to dispel all magic on the target as dispel magic. In addition, you may summon and dispel a pair of weapons at any time: A +3 Brilliant Energy short sword and a +2 Vorpal sickle. While wielding these weapons, you are treated as having a base attack bonus equal to your level, as proficient with the weapons, and you make attacks at a dual wielding penalty of only -2/-2, and may make as many attacks with your off hand as with your main hand. When this weave ends, the energies leave the scholar a magicless shell. For one day after the end of the weave, the scholar may only cast weaves by expending constitution in place of soulstrength.
Strengthen: For every two additional points of soulstrength expended on this weave, the duration increases by 1 round. While under the effects of this weave, the scholar may expend two points of soulstrength to cast any of the following as a caster of his level as a standard action: Holy Aura, Unholy Aura, Energy Drain, Greater Restoration, Heal, Harm, Holy Word, Blasphemy.

Reckoning
Prerequisites: Cleansing Nova, Shackles of Black Lightning, Blessing of Life, Rift Sphere
Duration: Instantaneous
Saving Throw: Fortitude partial
Target: 200 ft. burst
Special: This weave must originate in location from the scholar
Power: In a mass composite of weaves, the tearing strength of the rift blasts out the cleansing nova with greater force, whilst your enemies are held down by chains of lightning and your allies are kept alive in the blast by your powers of healing. All within the radius are annihilated. If they succeed on a Fortitude save, then they are allowed to make a second save. If they fail the second save (after making the first), they are reduced to ash, but if they succeed on the save, they suffer 20d8 damage, half lightning and half fire which bypasses all resistance and immunity. Any caught in the blast that the scholar considers an ally are constantly regenerated while the destruction rages around them, causing unimaginable pain. They all suffer 40d8 points of nonlethal damage, which is reduced by half on a successful Fortitude save. Channeling such a blast through himself is something that the scholar cannot stop even with his healing magic, and upon completion of this weave the scholar is killed and reduced to ash.
Strengthen: By expending five additional points of soulstrength, the scholar may hold his form together, and instead of being instantly killed instead suffers nonlethal damage like his other allies. The soulstrength expended to strengthen this weave must be gained by sacrificing Constitution.

Icewalker
2009-07-30, 03:46 PM
Sturdy Soul [Scholar]
Your soul is sturdier than most, allowing you to expend more energy to cast weaves.
Prerequisites: Ancient Magic
Benefits: Your pool of soulstrength increases by 1 point.
Special: This feat may be taken more than once.

Soul-tuned Weapons [Scholar]
You wield your conjured weapons with great skill.
Prerequisites: Ancient Magic
Benefits: Whenever wielding a weapon conjured from a weave, you may use your Intelligence modifier in place of your strength modifier for hit and damage.

Favored Weave [Scholar]
Your experience with a specific weave allows you to use it in interesting new ways.
Prerequisites: Ancient Magic
Benefits: Pick a specific weave you know. Whenever casting this weave, you may strengthen it at half the normal soulstrength cost.
Special: This feat may be taken more than once. Every time you take it, choose a new weave to apply it to.

[hr]

More feats could go here, I suppose. None came to mind.

This class takes a large role in the campaign I am currently working on, so the biggest thing I'm looking for here is balance. I intend to run numerous balance playtests. For the purpose of comparison, by level, weaves approximate as follows:
1st order weaves: 1st, some 2nd level spells
2nd order weaves: 3rd, some 4th level spells
3rd order weaves: 5th, 6th level spells
4th order weaves: 7th, 8th level spells
5th order weaves: 9th level spells, some 8th level spells.

Because of its lack of versatility in general, the scholar should generally be able to out-blasty a wizard or sorcerer.

sigurd
2009-07-30, 07:43 PM
I really like the theme and style of this. I haven't play tested it and dont have time to give it a lot of thought.


Still - great Idea.

Kellus
2009-07-30, 09:34 PM
1. Why is the save DC for weaves so low? 15 + Int at highest level?

2. How does soulstrength regenerate?

3a. If you're immune to Con damage, can you spend Con in place of soulstrength?

3b. If it doesn't work like ability damage why use the terminology? Ability burn exists which I think is more what you're looking for.

4. There aren't enough weaves. You get roughly 7-10 weaves per order, and there are about fourteen or so to choose from in each order. Of those, many are obviously better choices than others. That means that almost every ancient scholar will look exactly the same in the end.

5. Does well-read allow you to make Knowledge checks untrained?

6. What kind of ability is a weave? (Su)? (Sp)?

7. It seems a little unfair not even to give them light armour or simple weapons. Even wizards have that much. Seriously, an ancient scholar can't even figure out how to work a crossbow?

[hr]
Now, that being said I love it. Brilliant work, really, just needs a little fine-tuning. Great flavour. I'll probably go over the weaves in detail tomorrow. :smallsmile:

Icewalker
2009-07-30, 10:14 PM
1. It compares to 19+Int for the rest of the casters, so it isn't that different. The weaves come out stronger than spells in terms of output, and especially in terms of effects on a failed save, so I think it works. For example, Wizards get Disintegrate, which maxes at 40d6 on a failed save, 5d6 on a successful save. Most Scholar weaves are save for half or worse (Hell, Reckoning is save twice for death).

2. Ah, didn't specify. Soulstrength is supposed to regenerate with your standard 8 hours sleep, I'll put that in.

3a. No, of course, but yes it's a loophole I forgot to plug. Will fix.

3b. Not sure about this. I mean, it seemed easier to say 'ability damage which can't be healed magically' because the alternative meant re-detailing the same specifics about ability damage (regeneration rate, etc). Perhaps it's worth changing...

4. 8 weave for each order, about 14 choices. It's a somewhat small selection, but not minuscule. Which weaves do you think are clearly better choices? That's exactly the issue of balance I'm looking to solve.

5. Good question, forgot Knowledge wasn't usable untrained. I'd say that it does let you, yes.

6. Weaves are the same as spells for intents and purposes of magic, I suppose that'd be Sp. I'll throw in a line to that note as well.

7. Well, how many complete shut-in researchers do you know that know how to use a weapon? :smallwink: And Wizards don't get any armor proficiency.

Anyways, thanks very much for those bits. Important clarifiers to add. I do want to know any details or opinions you might have about the balance of the weaves, I want this class to be very balanced.

Alright, added these notes. Gave them club, quarterstaff, and light crossbow proficiency. :smalltongue: That's what the summonable weapons are for though.

SilentNight
2009-07-31, 01:22 PM
Already gave most of my feedback for this but just wanted to say that I'm applying for a pbp game as a scholar character right now.