Grod_The_Giant
2011-09-22, 10:50 PM
I was sorting through some old documents on my laptop this afternoon, and I found a base class I made a while ago. I still like the flavor, but... well, the basic idea was to make an arcane class that copied the Spirit Shaman's spells known mechanism. I suspect that it might be a tiny bit overpowered when it potentially knowing every single wizard spell.
I would be interested to know if anyone can think of a way for the mechanism NOT to be broken
Throughout the world, many beings wield arcane power. For some, the ability is in their blood. Others gain it through study and meditation. Some, though, choose to bypass this route. Instead, they seize their magic, wrenching spells from the Weave by sheer force of will. These gifted few are known as Weavers.
The Weaver
http://scrapetv.com/News/News%20Pages/Everyone%20Else/images-9/sorcerer.jpg
Abilities: Charisma determines how powerful a spell a Weaver can cast, how many spells he can cast per day, and how hard they are to resist, as well as powering his special abilities. Like a wizard, a Weaver benefits from high Dexterity and Constitution due to the fact that they don't wear armor.
Alignment: Any
Hit Die: d4
Class Skills:
The Weaver's class skills (and the key ability for each skill are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Spellcraft (Int).
Skill Points at 1st level: (2+Int Modifier) x4
Skill Points at each additional level: 2 + Int modifier.
{table=head]Level|BAB|Fort.|Reflex|Will|Special
1|+0|+0|+0|+2|Sense the Weave
2|+1|+0|+0|+3
3|+1|+1|+1|+3
4|+2|+1|+1|+4
5|+2|+1|+1|+4|Damage the Weave|
6|+3|+2|+2|+5
7|+3|+2|+2|+5
8|+4|+2|+2|+6
9|+4|+3|+3|+6
10|+5|+3|+3|+7|Sunder the Weave
11|+5|+3|+3|+7
12|+6/+1|+4|+4|+8
13|+6/+1|+4|+4|+8
14|+7/+2|+4|+4|+9
15|+7/+2|+5|+5|+9|Overpower the Weave
16|+8/+3|+5|+5|+10
17|+8/+3|+5|+5|+10
18|+9/+4|+6|+6|+11
19|+9/+4|+6|+6|+11
20|+10/+5|+6|+6|+12|Rend the Weave[/table]
Class Features
Weapon and Armor Proficiency: Weavers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with his connection with the Weave, which can cause his spells with somatic components to fail.
Spells: A Weaver casts arcane spells from the Sorcerer/Wizard list. He can cast any spell he has retrieved, much like a bard or sorcerer can cast any spell he knows without preparing it ahead of time.
To retrieve or cast a spell, a Weaver must have a Charisma score of at least 10+ the spell level. The DC for a saving throw against a Weaver spell is 10 + the spell level + the Weaver's Charisma modifier.
Like other spellcasters, a Weaver can cast only a certain number of spells per day. Because I'm too lazy to fill out a proper table, I'll just state that his allocation of spells/day is equal to that of the wizard. In addition, he receives bonus spells per day if he has a high Charisma score.
Like a sorcerer, a Weaver knows only a certain number of spells (see the below table). However, each day a Weaver may change the spells he knows. When a Weaver mediates to regain his daily allotment of spells, he chooses which spells he wants to pull from the Weave. He can cast any spell he has retrieved at any time, assuming he hasn't used up his daily spells of that level.
If a Weaver knows metamagic feats, he applies them when choosing his spells for the day. He cannot alter his spells on the fly, but his metamagic-affected spells don't take longer to cast.
A Weaver must spend one hour in meditation to wrest new spells from the weave and replenish his spells per day allotment. He can do this at any time, provided he has rested for at least 8 hours first.
Spells Retrieved:
{table=head]Level|0 lv|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1|3|1|-|-|-|-|-|-|-|-
2|3|2|-|-|-|-|-|-|-|-
3|3|2|1|-|-|-|-|-|-|-
4|3|3|1|-|-|-|-|-|-|-
5|3|3|1|1|-|-|-|-|-|-
6|3|3|2|1|-|-|-|-|-|-
7|3|3|2|1|1|-|-|-|-|-
8|3|3|2|2|1|-|-|-|-|-
9|3|3|3|2|1|1|-|-|-|-
10|3|3|3|2|2|1|-|-|-|-
11|3|3|3|3|2|1|1|-|-|-
12|3|3|3|3|2|2|1|-|-|-
13|3|3|3|3|3|2|1|1|-|-
14|3|3|3|3|3|2|2|1|-|-
15|3|3|3|3|3|3|2|1|1|-
16|3|3|3|3|3|3|2|2|1|-
17|3|3|3|3|3|3|3|2|1|1
18|3|3|3|3|3|3|3|2|2|1
19|3|3|3|3|3|3|3|3|2|1
20|3|3|3|3|3|3|3|3|2|2[/table]
Sense the Weave (Sp): As part of his training, a Weaver learns to sense the flow of magic around him. He can use Detect Magic as a spell-like ability at will.
Damage the Weave (Su): At 5th level, a Weaver can weaken a spell's connection with the Weave. If he succeeds on a caster level check (1d20+ caster level*) with a DC of 10+ the target spell's caster level, he can reduce the spell's duration by a number of units (rounds, minutes, etc) equal to his Charisma modifier. For example, if Beren the Weaver cas a Charisma modifier of +3, and he targets a Bull's Strength spell (duration measured in rounds), if he succeeds on his check the duration of the spell is reduced by three rounds. He can use this ability a number of times per day equal to his Charisma modifier.
Sunder the Weave (Sp): At 10th level, a Weaver's command of the Weave is strong enough to totally cut off a spell's connection to the Weave. He can use Greater Dispel Magic a number of times per day equal to his Charisma modifier.
Overpower the Weave (Su): At 15th level, a Weaver is powerful enough to force the Weave to work even when it should not. If he is in a situation that would normally prevent him from casting spells (for example, an antimagic field), he can attempt to overpower the effect with a caster level check. The DC of said check is equal to 10 + the effect's equivalent spell level + the creator's primary casting stat. If the effect is permanant, add 10 to the DC. If he is stronger, he can cast spells normally for 1d4 rounds. This is a move action, and can be used a number of times per day equal to his Charisma modifier.
Rend the Weave (Su): At 20th level, a Weaver has near complete control of the Weave. His connection is powerful enough to shatter its connection to the world, creating a field dead magic 10 feet in diameter. Inside this field, no magic works- not spells, spell-like abilities, supernatural abilities (although a Weaver's Overpower the Weave ability works), not enchanted items. Area spells exclude this area. Spells with durations instantly end when they enter the field. Enchanted items don't work in the field, but resume working when they leave it. The field persists a number of days equal to the Weaver's Charisma modifier. The field can be placed anywhere in the Weaver's line of sight as a standard action usable a number of times per day equal to his Charisma modifier. He can also remove it as a standard action.
A spellcaster can attempt to repair the field, but it is a complex process. First, he must make a DC 40 Spellcraft check to access the remaining fragments of the Weave. Doing so takes 1d4 minutes. To fill in the rest, he must make a DC 50 concentration check and use up 10 levels of spells. For every additional 10 levels of spells he uses, the DC of the check is reduced by 5 (to a minimum of 30). This process takes an hour.
I would be interested to know if anyone can think of a way for the mechanism NOT to be broken
Throughout the world, many beings wield arcane power. For some, the ability is in their blood. Others gain it through study and meditation. Some, though, choose to bypass this route. Instead, they seize their magic, wrenching spells from the Weave by sheer force of will. These gifted few are known as Weavers.
The Weaver
http://scrapetv.com/News/News%20Pages/Everyone%20Else/images-9/sorcerer.jpg
Abilities: Charisma determines how powerful a spell a Weaver can cast, how many spells he can cast per day, and how hard they are to resist, as well as powering his special abilities. Like a wizard, a Weaver benefits from high Dexterity and Constitution due to the fact that they don't wear armor.
Alignment: Any
Hit Die: d4
Class Skills:
The Weaver's class skills (and the key ability for each skill are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Spellcraft (Int).
Skill Points at 1st level: (2+Int Modifier) x4
Skill Points at each additional level: 2 + Int modifier.
{table=head]Level|BAB|Fort.|Reflex|Will|Special
1|+0|+0|+0|+2|Sense the Weave
2|+1|+0|+0|+3
3|+1|+1|+1|+3
4|+2|+1|+1|+4
5|+2|+1|+1|+4|Damage the Weave|
6|+3|+2|+2|+5
7|+3|+2|+2|+5
8|+4|+2|+2|+6
9|+4|+3|+3|+6
10|+5|+3|+3|+7|Sunder the Weave
11|+5|+3|+3|+7
12|+6/+1|+4|+4|+8
13|+6/+1|+4|+4|+8
14|+7/+2|+4|+4|+9
15|+7/+2|+5|+5|+9|Overpower the Weave
16|+8/+3|+5|+5|+10
17|+8/+3|+5|+5|+10
18|+9/+4|+6|+6|+11
19|+9/+4|+6|+6|+11
20|+10/+5|+6|+6|+12|Rend the Weave[/table]
Class Features
Weapon and Armor Proficiency: Weavers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with his connection with the Weave, which can cause his spells with somatic components to fail.
Spells: A Weaver casts arcane spells from the Sorcerer/Wizard list. He can cast any spell he has retrieved, much like a bard or sorcerer can cast any spell he knows without preparing it ahead of time.
To retrieve or cast a spell, a Weaver must have a Charisma score of at least 10+ the spell level. The DC for a saving throw against a Weaver spell is 10 + the spell level + the Weaver's Charisma modifier.
Like other spellcasters, a Weaver can cast only a certain number of spells per day. Because I'm too lazy to fill out a proper table, I'll just state that his allocation of spells/day is equal to that of the wizard. In addition, he receives bonus spells per day if he has a high Charisma score.
Like a sorcerer, a Weaver knows only a certain number of spells (see the below table). However, each day a Weaver may change the spells he knows. When a Weaver mediates to regain his daily allotment of spells, he chooses which spells he wants to pull from the Weave. He can cast any spell he has retrieved at any time, assuming he hasn't used up his daily spells of that level.
If a Weaver knows metamagic feats, he applies them when choosing his spells for the day. He cannot alter his spells on the fly, but his metamagic-affected spells don't take longer to cast.
A Weaver must spend one hour in meditation to wrest new spells from the weave and replenish his spells per day allotment. He can do this at any time, provided he has rested for at least 8 hours first.
Spells Retrieved:
{table=head]Level|0 lv|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1|3|1|-|-|-|-|-|-|-|-
2|3|2|-|-|-|-|-|-|-|-
3|3|2|1|-|-|-|-|-|-|-
4|3|3|1|-|-|-|-|-|-|-
5|3|3|1|1|-|-|-|-|-|-
6|3|3|2|1|-|-|-|-|-|-
7|3|3|2|1|1|-|-|-|-|-
8|3|3|2|2|1|-|-|-|-|-
9|3|3|3|2|1|1|-|-|-|-
10|3|3|3|2|2|1|-|-|-|-
11|3|3|3|3|2|1|1|-|-|-
12|3|3|3|3|2|2|1|-|-|-
13|3|3|3|3|3|2|1|1|-|-
14|3|3|3|3|3|2|2|1|-|-
15|3|3|3|3|3|3|2|1|1|-
16|3|3|3|3|3|3|2|2|1|-
17|3|3|3|3|3|3|3|2|1|1
18|3|3|3|3|3|3|3|2|2|1
19|3|3|3|3|3|3|3|3|2|1
20|3|3|3|3|3|3|3|3|2|2[/table]
Sense the Weave (Sp): As part of his training, a Weaver learns to sense the flow of magic around him. He can use Detect Magic as a spell-like ability at will.
Damage the Weave (Su): At 5th level, a Weaver can weaken a spell's connection with the Weave. If he succeeds on a caster level check (1d20+ caster level*) with a DC of 10+ the target spell's caster level, he can reduce the spell's duration by a number of units (rounds, minutes, etc) equal to his Charisma modifier. For example, if Beren the Weaver cas a Charisma modifier of +3, and he targets a Bull's Strength spell (duration measured in rounds), if he succeeds on his check the duration of the spell is reduced by three rounds. He can use this ability a number of times per day equal to his Charisma modifier.
Sunder the Weave (Sp): At 10th level, a Weaver's command of the Weave is strong enough to totally cut off a spell's connection to the Weave. He can use Greater Dispel Magic a number of times per day equal to his Charisma modifier.
Overpower the Weave (Su): At 15th level, a Weaver is powerful enough to force the Weave to work even when it should not. If he is in a situation that would normally prevent him from casting spells (for example, an antimagic field), he can attempt to overpower the effect with a caster level check. The DC of said check is equal to 10 + the effect's equivalent spell level + the creator's primary casting stat. If the effect is permanant, add 10 to the DC. If he is stronger, he can cast spells normally for 1d4 rounds. This is a move action, and can be used a number of times per day equal to his Charisma modifier.
Rend the Weave (Su): At 20th level, a Weaver has near complete control of the Weave. His connection is powerful enough to shatter its connection to the world, creating a field dead magic 10 feet in diameter. Inside this field, no magic works- not spells, spell-like abilities, supernatural abilities (although a Weaver's Overpower the Weave ability works), not enchanted items. Area spells exclude this area. Spells with durations instantly end when they enter the field. Enchanted items don't work in the field, but resume working when they leave it. The field persists a number of days equal to the Weaver's Charisma modifier. The field can be placed anywhere in the Weaver's line of sight as a standard action usable a number of times per day equal to his Charisma modifier. He can also remove it as a standard action.
A spellcaster can attempt to repair the field, but it is a complex process. First, he must make a DC 40 Spellcraft check to access the remaining fragments of the Weave. Doing so takes 1d4 minutes. To fill in the rest, he must make a DC 50 concentration check and use up 10 levels of spells. For every additional 10 levels of spells he uses, the DC of the check is reduced by 5 (to a minimum of 30). This process takes an hour.