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View Full Version : The Heart of the Warrior Sleeps in Silk (Base Class, P.E.A.C.H.)



unosarta
2012-03-21, 06:57 AM
War Weaver


http://fc01.deviantart.net/fs43/i/2009/149/3/6/Contest_Entry__Warrior_by_ladyfish.jpg
[1] (http://ladyfish.deviantart.com/art/Contest-Entry-Warrior-123294268)

”My blade is made of cloth, yes. My armor is nothing but cotton rags, yes. My arms are bound in silk, yes. My bow fires bolts of wool, yes. You may say that the heart of the warrior lies within those sheltered in metal, but I know better. Far be it from the heart of the warrior to reside in cold hardness; rather, like any heart, it would rather stay in warmth and softness. At times, that hard strength is required, and the softness may harden, and destroy those who wrong it. But do not dare assume that a warriors heart lives not in cloth. You would rue the day you made that mistake.”

~Dharos Ygrat, Champion of the Mirrored Moors, Weaver of the Palace, to the Captain of the Guard

Adventures: War Weavers are hardy people, who adventure not for glory or renown, but for more earthy rewards, the knowledge that they are doing the right thing, or the promise of gold.

Characteristics: War Weavers tend to be fairly mutual people; they tend to be empathetic and caring towards the people they consider close to themselves, even those who are evil. War Weavers are used to combat, but their abilities mean that they are used to working with people in harmony, rather than competing or attempting to fight against a mutual enemy without coordination.

Alignment: War Weavers can be of any alignment. Some of the abilities of a War Weaver might make it more likely to be a Good class, but there have been Evil, Chaotic, Lawful, and Neutral War Weavers in the history of the class.

Religion: War Weavers usually worship a deity of magic or war. They are usually associated with gods who are primarily caring or helpful, although some might worship more malevolent deities.

Background: War Weavers can come of any background, although they must have had a deep connection to cloth at some point in their life, or at least being surrounded by it. This implies that they live in a society that uses cloth of some sort, so many monstrous races would be excluded from being War Weavers.

Races: War Weavers come from many diverse races, although they tend towards more civilized races such as Humans, Dwarfs, Elves, and Halflings.

Other Classes: War Weavers work well with others, be them casters, melee, stealth, or healers. Their abilities in combat not only help themselves, but also their party members, and this means that they are often well appreciated and well considered.

Role: The War Weaver is a melee character as well as a buffer. They can function as a party face as well, when necessary.


Abilities: Wisdom and Strength are the War Weaver’s two most important ability scores. Wisdom determines how well the War Weaver can use their Clothweaving abilities, and Strength determines their ability in combat. Constitution is important for the War Weaver’s ability to survive in combat, but a lesser ability compared to Wisdom and Strength.
Alignment: Any.
Hit Die: d10
Starting Gold: As fighter.

Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Jump (Str), Knowledge (local) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int)*4
Skill Points at Each Additional Level: 4 + Int

WAR WEAVER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Weaves|Shrouds

1st|
+1|
+2|
+0|
+2|Clothweave|
0|
3

2nd|
+2|
+3|
+0|
+3|Summon Weave|
0|
3

3rd|
+3|
+3|
+1|
+3|Empathy|
1|
4

4th|
+4|
+4|
+1|
+4|Silken Smite 1/Encounter|
1|
4

5th|
+5|
+4|
+1|
+4|Wool Companion|
1|
5

6th|
+6/+1|
+5|
+2|
+5|Denim Shield|
2|
5

7th|
+7/+2|
+5|
+2|
+5||
2|
6

8th|
+8/+3|
+6|
+2|
+6|Silken Smite 2/Encounter|
2|
6

9th|
+9/+4|
+6|
+3|
+6|Linen Wings|
3|
7

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

11th|
+11/+6/+1|
+7|
+3|
+7||
3|
8

12th|
+12/+7/+2|
+8|
+4|
+8|Silken Smite 3/Encounter|
4|
8

13th|
+13/+8/+3|
+8|
+4|
+8||
4|
9

14th|
+14/+9/+4|
+9|
+4|
+9|Nylon Sandals|
4|
9

15th|
+15/+10/+5|
+9|
+5|
+9|Embroidered Skin|
5|
10

16th|
+16/+11/+6/+1|
+10|
+5|
+10|Silken Smite 4/Encounter|
5|
10

17th|
+17/+12/+7/+2|
+10|
+5|
+10||
5|
11

18th|
+18/+13/+8/+3|
+11|
+6|
+11|Cotton Might|
6|
11

19th|
+19/+14/+9/+4|
+11|
+6|
+11||
6|
12

20th|
+20/+15/+10/+5|
+12|
+6|
+12|War Weave Mastery|
6|
12 [/table]

Weapon Proficiencies: The War Weaver is proficient with all Simple and Martial weapons, and one Exotic weapon of their choice. They are also proficient with Light and Medium armor, and with Light and Heavy shields.

Clothweave (Su): The War Weaver is able to control the seams and very weave of cloth, control it as if it were an appendage of his own. This comes in the function of Weaves and Shrouds, detailed below, however, in addition, the War Weaver gains some minor benefits. He adds one fourth of his War Weaver levels (minimum 1) to any skill check that involves or applies to a rope, cloth, or twisted, braided or woven strands that form an object (for instance, Use Rope is a common benefit, although Craft (Dressmaking) would also involve this ability). In addition, the War Weaver may control any cloth within 10 feet of his as a standard action, as the Animate Rope spell, although not only applying to rope-like objects (only those that are made of twisted, braided, or woven strands). He may not use this ability to move the objects more than 10 feet away from himself.


Shrouds (Su): The War Weaver may create shrouds, which are supernatural effects which layer an area in magical cloth, healing or benefiting allies, while harming or stopping enemies. A shroud lasts for a number of rounds equal to the War Weaver’s Wisdom modifier, and are created as a swift action. The War Weaver may only have up to three Shrouds in existence at a time. Shrouds may never overlap. The War Weaver automatically knows all of his Shrouds, but must prepare them in order to use them. The War Weaver can prepare 4 Shrouds at first level as a ten minute ritual usable at will, and is able to prepare an additional shroud every three levels thereafter. Shrouds are prepared after 8 hours of rest, and can be used at will after being prepared. The War Weaver counts as his own ally for the purposes of his Shrouds.

Weaves (Su): The War Weaver may create weaves, which are pieces of cloth that have been shaped and hardened into the form of weapons, becoming stronger than most weapons, and gaining special abilities. A weave may be summoned as a move action, and is automatically equipped by an ally of the War Weaver within 30 feet of him, upon summoning (the Weave can be summoned in the War Weaver's grasp, if he so chooses). The War Weaver learns one Weave third level, and an additional Weave every three levels thereafter. The War Weaver may only have a number of Weaves in existence equal to one half of his Wisdom modifier, minimum 1. Weaves only last until the end of the encounter. See the Weave section below for more details. Creating a weave takes 2 at least 1 foot by 1 foot pieces of cloth. After the effect ends, the weave reverts back into the pieces of cloth.

Summon Weave (Su): Starting at second level, the War Weaver may summon cloth shaped from magical energy, which is used to empower his creations. Starting at second level, the War Weaver may summon 5 pieces of cloth per War Weaver level, at most 5 feet by 5 feet, as a full round action. They appear in his hands. He may not create or have in existence more than a number of pieces of cloth equal to his War Weaver level times 10. The cloth is essentially weightless, and, due to its magical nature, takes up literally no room in the War Weaver's bags or pockets, when he folds them up. Folding them in that way is a full round action for every 5 pieces of cloth he would be folding up. If the cloth ever leaves the War Weaver’s possession, it vanishes out of thin air.

Empathy (Ex): Starting at third level, the War Weaver gains a Competency bonus to Diplomacy, Bluff, Intimidate, Gather Information, and Sense Motive equal to his Wisdom modifier. He must choose which one skill gains this effect, and may change the chosen skill as a swift action.

Silken Smite (Ex): Starting at fourth level, the War Weaver may strike an opponent while wielding a Weave once per encounter, as an attack action. He gains a bonus to the attack roll equal to his Wisdom modifier, and deals an extra amount of damage on the attack equal to his War Weaver level. They may gain a penalty to damage and gain an additional affect available based on level as shown below. The War Weaver can combine these effects, as long as the total penalty does not go over his War Weaver level.

Elemental Smite: At first level, the War Weaver may take a penalty to damage on the smite, up to their War Weaver level. If they do, they deal an equivalent amount of either Acid, Cold, Electricity, Fire, or Sonic damage.

Forceful Blow: At first level, the War Weaver may take a penalty to damage equal to his War Weaver level, and force the target to make a Will save (DC 10 + 1/2 Penalty + Wisdom modifier) or become unable to attack, physically or magically, any target other than the War Weaver for 2 rounds.

Truest Strike: At first level, the War Weaver may take a penalty to the damage roll up to their War Weaver level, and gain an Insight bonus to the attack roll equal to the penalty taken to the damage roll.

Unexpected Blow: At fourth level, the War Weaver may take a penalty to the damage roll up to their War Weaver level, and deal an extra 1d4 damage per point of penalty. This ability may only be used when the opponent being struck doesn’t have their Dexterity modifier to Armor Class, is unaware of the War Weaver, or is Flanked.

Dazing Blow: At fourth level, the War Weaver may take a -4 penalty to the damage roll, and force the opponent to make a Fortitude save (DC 10 + 1/2 War Weaver level + Wisdom modifier) or be Dazed, as the condition, for one round.

Tripping Strike: At fourth level, the War Weaver may take a -4 penalty to the damage roll, and force the opponent to make a Reflex save (DC 10 + 1/2 War Weaver level + Wisdom modifier) or fall prone.

Ringing Blow: At seventh level, the War Weaver may take a -7 penalty to the damage roll, and force the opponent to make a Fortitude save (DC 10 + 1/2 War Weaver level + Wisdom modifier) or become Deaf for 3 rounds.

Enfeeble: At seventh level, the War Weaver may take a -7 penalty to the damage roll, and force the opponent to make a Will save (DC 10 + 1/2 War Weaver level + Wisdom modifier) or take a penalty to all attack rolls made in the next 3 rounds equal to the War Weaver’s Wisdom modifier.

Muscle Tear: At seventh level, the War Weaver may take a -7 penalty to the damage roll, and force the target to take 1d4 Strength or Dexterity damage, chosen upon activating the smite.

Go for the Eyes: At tenth level, the War Weaver may take a -10 penalty to the damage roll, and force the opponent to make a Fortitude save (DC 10 + 1/2 War Weaver level + Wisdom modifier) or become Blind for 3 rounds.

Dispelling Strike: At tenth level, the War Weaver may take a -10 penalty to the damage roll, and make a Dispel attempt against one beneficial magical effect affecting the opponent. The War Weaver may use their Effective Character Level as if it were their caster level for the dispel, and they gain a bonus to the Dispel attempt equal to their wisdom modifier.

Confusing Strike: At tenth level, the War Weaver may take a -10 penalty to the damage roll, and force the opponent to make a Will save (DC 10 + 1/2 War Weaver level + Wisdom modifier), or become Confused, as the condition, for 2 rounds.

Ennervating Strike: At thirteenth level, the War Weaver may take a -13 penalty to the damage roll, and force the opponent to make a Fortitude save (DC 10 + 1/2 War Weaver level + Wisdom modifier) or gain 2d4 negative levels. If they are immune to negative levels, they instead take 8d4 untyped damage, halved by a successful save.

Concussive Blow: At thirteenth level, the War Weaver may take a -13 penalty to the damage roll, deal 1d6 Wisdom, Charisma, or Intelligence damage to the target, chosen upon activating the smite.

Fearful Strike: At thirteenth level, the War Weaver may take a -13 penalty to the damage roll, and cause the target to make a Will save (DC 10 + 1/2 War Weaver level + Wisdom modifier), or become Panicked, as the condition. This effect lasts for 3 rounds.

Slay: At seventeenth level, the War Weaver may take a -16 penalty to the damage roll, and force the opponent to make a Fortitude save (DC 10 + 1/2 War Weaver level + Wisdom modifier) or die. If they make their save, they take 5d6 points of damage. This damage is doubled against creatures immune to death effects.

Stunning Strike: At seventeenth level, the War Weaver may take a -16 penalty to the damage roll, and force the opponent to make a Will save (DC 10 + 1/2 War Weaver level + Wisdom modifier) or be stunned for 2 rounds.

Slice the Jugular: At seventeenth level, the War Weaver may take a -16 penalty to the damage roll, and force the opponent to make a Reflex save (DC 10 + 1/2 War Weaver level + Wisdom modifier), or start bleeding. They take 4d6 damage each round, until the end of the encounter. This damage is not blocked by Damage Resistance, and can only be removed by a spell of the Conjuration (Healing) school, or by a Heal check (DC 26).

Dominating Strike: At twentieth level, the War Weaver may take a -19 penalty to the damage roll, and force the opponent to make a Will save (DC 10 + 1/2 War Weaver level + Wisdom modifier)or be Dominated, as the Dominate Monster spell.

Armor Piercing: At twentieth level, the War Weaver may take a -19 penalty to the damage roll, and force the opponent to make a Fortitude save (DC 10 + 1/2 War Weaver level + Wisdom modifier), or take a -10 penalty to Armor Class for the next two rounds.

Shockwave: At twentieth level, the War Weaver may take a -19 penalty to the damage roll, and force the opponent and all opponents within 15 feet to make a Reflex save (DC 10 + 1/2 War Weaver level + Wisdom modifier) or be dazed for 4 rounds.

Wool Companion (Su): Starting at fifth level, the War Weaver has a woolen companion, which looks something like a small person. The companion is combat ready, and can be summoned once per encounter. The companion functions as a medium sized Effigy (http://www.giantitp.com/forums/showpost.php?p=11013793&postcount=8), with the statistics as if the War Weaver were a 4th level Stitch Witch. The Wool Companion lasts a number of rounds equal to the War Weaver’s Wisdom modifier. The Wool Companion gains hit dice based on the War Weaver’s War Weaver level, as shown on the following table.

{table=head]Level|Total Hit Dice|Natural Armor|Str/Dex|Special


5-9|
4|
+3|
+2|Share Senses


10-14|
9|
+7|
+4|Combat Ability


15-19|
14|
+11|
+6|Share Weave


20+|
19|
+13|
+8|Combat Mastery[/table]


Level: The War Weaver’s War Weaver level. This level stacks with any levels from other classes that grant Clothweaving.

Total Hit Dice: The Wool Companion’s total hit dice. The War Weaver rolls the hit dice immediately upon reaching the next highest level bracket. The Wool Companion gains bonus hit points per hit die equal to the War Weaver’s Wisdom modifier.

Natural Armor: The Wool Companion’s natural armor bonus. This stacks with the Wool Companion’s original natural armor bonus.

Str/Dex: The bonus to the Wool Companion’s Strength and Dexterity.

Share Sense: The Wool Companion and War Weaver may share all senses, including taste, touch, smell, sight, hearing, balance, temperature, and other senses. The War Weaver must concentrate as a move action in order to maintain the shared senses.

Combat Ability: The Wool Companion gains an Insight bonus to all attack and damage rolls equal to the War Weaver’s Wisdom modifier, and a Deflection bonus to Armor Class equal to the War Weaver’s Wisdom modifier.

Share Weave: Whenever the War Weaver summons a Weave, he may summon a copy of that weave at no extra cost, and automatically equip it to the Wool Companion. The Wool Companion may never have more than one Weave equipped in this way.

Combat Mastery: The Wool Companion gains an additional attack at their highest bonus each round. They may make a full attack as a standard action, although all of the attacks made during that full attack take a -2 penalty to the attack roll.

Denim Shield (Su): Starting at sixth level, once per encounter, the War Weaver may shape 3 pieces of 2 foot by 2 foot cloth into a shield made of cloth, as a move action. Doing so produces the equivalent of a Heavy Steel shield, made entirely of cloth. The shield is masterwork, and has an enhancement bonus equal to one half of the War Weaver’s War Weaver levels. The War Weaver may exchange any number of points of Enhancement bonus on the shield for Special Qualities for the shield, as long as the enhancement bonus does not go below +1. The shield lasts for 3 rounds.

Linen Wings (Su): The War Weaver may create wings out of his magical cloth, able to grant him flight. Starting at ninth level, as a standard action, the War Weaver may shape 3 pieces of cloth that are at least 1 foot by 1 foot into great wings. He gains a flight speed for 4 rounds equal to his base land speed, with average maneuverability.

Nylon Sandals (Su): Starting at fourteenth level, once per day, the War Weaver may shape 2 pieces of 1 foot by 1 fooot cloth into a pair of shoes, or around his existing shoes, as a swift action. Doing so nullifies the magic of any magical implements that the War Weaver might have on his feet. The magic resumes when the duration of this ability ends. For the duration of this ability, the War Weaver may make the Run action as a move action, and gains a +20 foot enhancement bonus to Base Land speed. This effect lasts for one minute, or until the end of the encounter, whichever comes first.

Embroidered Skin (Su): Starting at fifteenth level, once per day, the War Weaver may, as a move action, weave and harden his skin and make it so that he is difficult to hit. For a number of rounds equal to the War Weaver’s Wisdom modifier plus 3, the War Weaver gains Damage Resistance equal to his War Weaver levels, bypassed by adamantine and epic weapons. Nothing can bypass this damage resistance at twentieth level. The War Weaver also gains an Insight bonus to Armor Class equal to his Wisdom modifier. After the duration of this effect ends, the War Weaver takes 2d6 non-lethal damage, as the threads of his skin literally unwind and unravel.

Cotton Might (Su): Starting at eighteenth level, once per encounter, the War Weaver may shape the muscles and sinews of his body into twisted, braided ropes of strength as a move action. He gain a size category, and gain a +8 bonus to Strength and Constitution for the duration of the effect. They gain the additional reach and size bonuses from the increased size category, as well as the size penalties. In addition, the War Weaver may make an additional attack during a full attack during this effect. They take no penalty for doing so. This effect lasts for 3 rounds.

War Weave Mastery (Su): Starting at twentieth level, the War Weaver becomes the pinnacle of martial and clothweaving might. He summons the cloth for his abilities that need cloth as a free action, almost at the same time as he consumes it, appearing to weave it out of threads of light or space. He may activate his Shrouds as a free action, and his Weaves as a swift action. He may make full attacks as a standard action. He may activate their Shrouds and Weaves even in locations in which it would normally not be possible to use Supernatural abilities, such as in an Anti-Magic Field. The War Weaver gains an additional number of Silken Smite uses per encounter equal to his Wisdom modifier.



Weaves and Shrouds

Weaves: A weave is a weapon, created from cloth. Weaves have an enhancement bonus equal to one fourth of the War Weaver’s War Weaver levels, minimum 1. The War Weaver knows of several forms that he may summon his Weaves as, as noted in the table above. Weaves do not require weapon proficiency in order to use, and the wielder never takes a penalty for not being proficient.

Shrouds: Shrouds take up an area of four cubes that are 5 feet by 5 feet by 5 feet. These cubes may be arranged in any way, as long as they all share a face with another cube in the Shroud. Creatures that are affected by the Shroud but that move through the Shroud, and do not stay inside of it, gain the benefits of the Shroud for one round after leaving the Shrouded area.


Shrouds
Knit the Bone: Allies within the shroud gain fast healing equal to ½ your War Weaver levels, minimum 1.

Inspire Confidence: Allies within the shroud gain a bonus to all skill checks equal to ¼ your War Weaver levels, minimum 1.

Bladeweave: Allies within the shroud gain a bonus to all attack rolls equal to ¼ your War Weaver levels, minimum 1.

Cloth Fed Rush: Allies within the shroud gain a bonus to all bull rush attempts equal to ¼ your War Weaver levels, Minimum 1.

Trip Line: Allies within the shroud gain a bonus to all trip attempts equal to ¼ your War Weaver levels, minimum 1.

Tied in Rope: Allies within the shroud gain a bonus to all opposed strength checks that are a part of a grapple attempt equal to ¼ your War Weaver levels, minimum 1.

Elemental Weave: Allies within the shroud deal an extra amount of damage (Acid, Cold, Electricity, Fire, or Sonic) equal to ½ your War Weaver levels, minimum 1. The damage type is chosen upon casting this shroud.

Braided Skin: Allies within the shroud gain damage reduction equal to ½ your War Weaver levels, minimum 1, bypassed by Adamantine weapons.

Cursed Braid of Fate: Enemies within the shroud take a penalty to all skill checks equal t ¼ your War Weaver levels, minimum 1. Whenever an enemy affected by this ability fails a skill check, your allies gain a stacking +2 bonus to that skill, and opponents take a stacking -2 penalty to that skill.

Voodoo Shawl: Whenever an enemy within the shroud deals damage to an ally of yours, he takes half as much damage as he dealt to the ally.

Empower Flesh: Allies within the shroud gain an Enhancement bonus to one ability score, chosen upon casting, equal to 1/4 your War Weaver levels, minimum 1.

Wither Flesh: Enemies within the shroud gain a penalty to one ability score, chosen upon casting, equal to ½ your War Weaver levels, minimum 1.

Cripple Movement: Enemies within the shroud’s movement speeds are reduced by a number equal to ¼ of you War Weaver levels, times five feet (rounded up to the nearest five feet), minimum 5 feet. An opponent’s movement speeds cannot be reduced below half.

Footwork: Allies within the shroud’s movement speeds are increased by an amount equal to ¼ of your War Weaver levels, times five feet (rounded up to the nearest increment of 5).

Deathweave: Enemies within the shroud take 1d6 damage per five levels of War Weaver you possess (minimum 1d6) per round.

Lightweave: Allies within the shroud gain a bonus to Hide and spot checks equal to ½ your War Weaver levels. At 10th level, allies within the shroud become invisible.

Smoking Blanket: Enemies within the shroud treat all attacks they make as if the target has concealment.

Bank of Fog: Allies within the shroud gain concealment against ranged attacks.

Shawl of Rage: Allies within the shroud gain an enhancement bonus to Strength and Constitution equal to ½ your War Weaver levels, and a penalty to Will saves and Armor Class equal to ¼ of your War Weaver levels.

Glory’s Rope: Allies within the shroud gain the benefits of one fighter feat, chosen upon casting, if they qualify for it.

Weaves
Satin Sword: The Weave becomes the shape of a sword, with regular reach for the wielder’s size, and a base 1d8 damage, with a critical hit range of 19-20/x2. Any wielder of the satin sword may parry as an immediate action. If they do so, they may block up to one attack per attack they gain in a full attack, by making an attack roll. If the attack roll is higher than the incoming attack roll, the incoming attack roll misses. The next full attack that the wielding makes has a number less attacks in it equal to the number of times you parried with this ability in a single turn. The wielder of the Satin Sword gains a bonus to armor class equal to the sword’s enhancement bonus.

Silken Spear: The Weave becomes the shape of a spear, with 10 foot reach, and a base 1d8 damage, with a critical hit range of 20/x3. The reach of the spear increases to 20 feet when the spear has an enhancement bonus of +4. The spear may be used to make trip attempts at range, with a +4 bonus to the trip attempt and the opposed Strength or Dexterity check. Any trip attempt made with this weapon cannot be turned against you, causing you to be tripped. Any wielder of the spear gains a bonus to trip attempts equal to the spear’s enhancement bonus.

Flax Axe: The Weave becomes the shape of an axe, with regular reach, and a base 1d8 damage, with a critical hit range of 20/x3. The axe may, once per encounter as an immediate action, cause a single melee attack made with it to automatically threaten a critical hit. The axe’s wielder gains a bonus to all rolls made to confirm critical hits with the axe equal to the enhancement bonus on the axe.

Cotton Hammer: The Weave becomes the shape of a hammer, with regular reach, a base damage of 1d10, with a critical hit range of 20/x2. Any time the hammer successfully hits a target, that target must make a reflex save (DC 10 + 1/2 War Weaver levels + Wisdom modifier) or be pushed back 5 feet. The wielder may move with the target if they are making a full attack automatically. A creature that is to be pushed back but who is unable to because of an object or projection that is in the way takes an additional 1d6 damage per 5 feet they would be pushed back. The hammer’s wielder gains a bonus to all bull rush attempts equal to the hammer’s enhancement bonus.

Coir Knife: The Weave becomes the shape of a knife, with regular reach, a base damage of 1d6, with a critical hit range of 18-20/x2. The wielder of the knife may make sneak attacks. He gains sneak attack equal to one fourth of the War Weaver’s War Weaver levels, minimum one. He regains a number of hit points equal to one fourth of the War Weaver’s War Weaver levels each time he successfully deals damage with a sneak attack. He gains a bonus to hide and move silently equal to the knife’s enhancement bonus. The sneak attack granted by this weapon stacks with other sources of precision damage.

Woven Longbow: The Weave becomes the shape of a longbow, with a ranged increment of 70 feet, base damage of 1d8, and a critical hit range of 20/x3. Whenever the wielder of the longbow makes a single ranged attack, the attack deals an extra amount of damage equal to the total number of possible attacks that the character could make in a full attack, times 2d6. The wielder of the longbow gains a bonus to all spot checks equal to the longbow’s enhancement bonus.

Braided Throwing Knives: The Weave becomes the shape of 20 throwing knives. They have a ranged increment of 30 feet, and a base damage of 1d6, and a critical hit range of 20/x2. Whenever they are thrown, they automatically return to the thrower’s hand 1d4 turns later. The knives deal an extra 1d6 damage per three War Weaver levels the War Weaver possesses when thrown while the target is unaware of their presence, or when the target would not have their dexterity bonus to armor class. The wielder gains a bonus to all hide and move silently checks equal to the throwing knives enhancement bonus.

Elfstone
2012-03-21, 06:47 PM
Sweet idea! I like it.

No use rope skill?

Clothweave is an interesting idea, well done. I like the shrouds and weaves you have thus far.

I think that silken smite should be useable more often than 4/ encounter, especially since the bonus abilities require you to give up damage and most still have a save or condition to them. I would go 4 + Str mod, minimum of 4 at 16th level. Double it at War Weaver mastery?

Linen wings has a typo. Stich Witch wasn't replaced.

Everything else looks fine.

Nice class, fun concept.

JoshuaZ
2012-03-21, 06:59 PM
This looks interesting. Since the timing is so close to the new base class contest, I wonder if they would let you submit it to that contest even though technically it has been posted in another thread. It would seem to be the reasonable thing to do, and this does fit the theme of that contest somewhat.

Edit: Oh, I see you already have a submission to that. Nevermind then.

unosarta
2012-03-21, 11:16 PM
Sweet idea! I like it.
Thank you! :smallsmile:


No use rope skill?
Aw shoot, I have no idea how I missed that.


Clothweave is an interesting idea, well done. I like the shrouds and weaves you have thus far.
Any ideas you have for new Weaves or Shrouds? I want to have as many Weaves and Shrouds as possible.


I think that silken smite should be useable more often than 4/ encounter, especially since the bonus abilities require you to give up damage and most still have a save or condition to them. I would go 4 + Str mod, minimum of 4 at 16th level. Double it at War Weaver mastery?
4 times per encounter is a pretty solid number of times. The Silken Smite ability isn't going to be the War Weaver's biggest combat ability- that is most likely going to their Weaves or Shrouds. the Silken Smite is just a sort of bonus that grants them some interesting effects that allow the War Weaver to also pack some debuff. The combination Shrouds + Weaves + Wool Companion alone would be fairly effective, I was just trying to add some more variety to the War Weaver's combat routine. I could add more uses with War Weaver mastery, although double is probably too many...


Linen wings has a typo. Stich Witch wasn't replaced.
Shucks, I will get right on that. Thanks.


Everything else looks fine.

Nice class, fun concept.
Thank you, good sir!


This looks interesting. Since the timing is so close to the new base class contest, I wonder if they would let you submit it to that contest even though technically it has been posted in another thread. It would seem to be the reasonable thing to do, and this does fit the theme of that contest somewhat.

Edit: Oh, I see you already have a submission to that. Nevermind then.
Yeah, I didn't feel that it fit the theme of the contest enough, so I decided to make a different class, with a larger focus on those skill checks. I will be working on the Effigy Master after that, though, which is the equivalent Clothweaver focusing on Effigies and such.

Merchant
2012-03-23, 07:12 AM
uhm ... wow.
I have to say that I'm glad you didn't put this in the base class contest, only because I want to see you do another awesome class.

I'm literally shaking because it is so flavourful. I just want to keep saying how cool it is.

Can't wait to see the effigy master and even a hybrid prc with another crafting base class.

Thank you for your awesomeness

unosarta
2012-03-23, 07:22 AM
Thank you so much! I really appreciate that! :smallbiggrin:

I am working on finishing the fluff and skills for the Trapmaster entry to the Base Class contest, and then I will start working on the Effigy Master. :smallsmile:

Ridai
2012-03-23, 01:11 PM
I really like this class. From start to finish, the War Weaver has it's very own style and I love that every single ability really fits it and adds another facet to it. Lots of interesting and useful options for a melee character, flavorful stuff for out-of-combat scenes and some very nice fluff. Wish I wasn't in enough games already so I could try this class out. Just needs an excuse to fluff their medium armors as being made of cloth, y'know, for style purposes. :smallwink:

Alright, I'm done gushing now. :smallredface:

(Also, the Wool Companion has 19 hit dice between level 10 and 14)

unosarta
2012-03-24, 12:35 AM
Thank you so much. I am really happy the class came off as nicely as it did... :smallsmile:

The problem in the Wool Companion table has been fixed! Thank you.


I would be more than willing to make a Medium armor that interacts interestingly with Clothweaving...

slaydemons
2012-03-26, 03:09 PM
now randomly as I found this class very interesting. There doesn't seem to be a starting gold amount. No where is it explained if the warweaver gets all the shrouds and weaves on the list, but can only prepare a few or if it learns some every level like a tob class. These are minor but its just something small I noticed. I probably made no sense here I tend to be really bad at grammar and spelling.

unosarta
2012-03-26, 05:03 PM
now randomly as I found this class very interesting. There doesn't seem to be a starting gold amount. No where is it explained if the warweaver gets all the shrouds and weaves on the list, but can only prepare a few or if it learns some every level like a tob class. These are minor but its just something small I noticed. I probably made no sense here I tend to be really bad at grammar and spelling.

I tend to ignore starting gold, as usually it is better if the DM just assigns everyone a starting gold amount, but I might include it in just in case (I am guessing something like the Fighter's starting gold, which is 6d4x10).

As for the Weaves, they learn one at each level, and can shape them basically at will. I will try to clarify that.

For Shrouds, it says in the text that "The War Weaver can prepare 4 Shrouds at first level, and is able to prepare an additional shroud every three levels thereafter. Shrouds are prepared after 8 hours of rest, and can be used at will after being prepared." I will clarify that they know all of their shrouds automatically, though.