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unosarta
2012-03-29, 02:53 PM
EFFIGY MASTER

http://fc08.deviantart.net/fs47/f/2009/227/8/e/Team_CHOW_2__Mage___Posedv1wip_by_TypoCity.jpg
[0] (http://typocity.deviantart.com/art/Team-CHOW-2-Mage-Posedv1wip-133506166)


http://th03.deviantart.net/fs8/PRE/i/2006/164/f/5/Cloth_mage__final_colours__by_Dragonpunchi.jpg
[1] (http://dragonpunchi.deviantart.com/art/Cloth-mage-final-colours-34724860)


Effigies
http://fc01.deviantart.net/fs19/f/2007/266/5/3/Cloth_eater_by_Beebee23.jpg
[2] (http://beebee23.deviantart.com/art/Cloth-eater-65656083)
http://fc01.deviantart.net/fs49/i/2009/205/1/e/Cloth_and_Paper_Golem_by_SIEGEFAULT_II.jpg
[3] (http://siegefault-ii.deviantart.com/art/Cloth-and-Paper-Golem-130783429)

”My dolls? Child, they are not dolls. Though their skin may seem fake, it is as fair as yours. Though their eyes seem beady, they are only as black as your own. Though they may seem soulless, they are as empathetic as you. What you see in them is just a reflection of yourself. So, you must ask yourself; what are you?”

~Heim Jakobsen, Royal Tailor, Entertainer, to a young boy in the market


Adventures: Effigy Masters adventure for very personal reasons. Maybe they seek revenge, or power, or knowledge. Similarly to arcane casters, they are out to represent their own interests.

Characteristics: Unlike many Clothweavers, Effigy Masters are very greedy, in a sense. They are rarely comfortable with sharing what they have, and this extends to their abilities. Shrouds are for personal use, or for the use of their Effigies, and the Effigy Master doesn’t normally attempt to use their abilities in order to help allies specifically.

Alignment: Effigy Masters can be of any alignment, although they tend towards neutrality overall
.
Religion: Effigy Masters rarely partake in any specific religion, often dabbling in many and not taking the time or effort to dedicate themselves to any one specific religion. Religions are often too taxing or stifling for many Effigy Masters, who tend to like the freedoms they gain from their power.

Background: Effigy Masters can come from any background, as long as that background included cloth in some way. Although Effigy Masters tend to be the most cunning of all of the Clothweavers, the Effigy Master’s powers themselves are rather elementary and simple. They are known to occur in monstrous races as well as humanoid races.

Races: Any races can become an Effigy Master, but those who are more suited for intelligence or cunning are more effective at it.

Other Classes: Effigy Masters rarely deal well with others. They tend to look down on combat classes, who get their hands dirty, and they similarly do not take very well with casters, who they view as a threat to their position of power.

Role: The Effigy Master can function in quite a few different roles. With their Shrouds, they are a fairly effective buffer, and with their Effigies they function as a melee summoner. However, their main advantage is out of combat scouting and skill-monkeying. The Effigy Master has a huge skill list, and as an Intelligence based class, quite a few skill points. Their Effigies can help in this endeavor quite effectively as well.


Abilities: Intelligence is the Effigy Master’s most important ability, by far. It determines how effective many of their abilities are, as well as how many skill points they have. Dexterity and Constitution are also important abilities, in order for the Effigy Master to survive combats.
Alignment: Any
Hit Die: d6

Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (All; taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Intelligence modifier)*4
Skill Points at Each Additional Level: 6 + Intelligence modifier

Effigy Master
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Effigies|Shrouds

1st|
+0|
+1|
+0|
+2|Personal Effigy, Clothweaving|
2|
-

2nd|
+1|
+1|
+0|
+3|Summon Weave, Effigy Shaping 1/Day|
3|
-

3rd|
+1|
+2|
+1|
+3|Skill of Cloth|
3|
1

4th|
+2|
+2|
+1|
+4|Effigy Ability|
3|
1

5th|
+2|
+3|
+1|
+4|Empower the Cloth|
3|
1

6th|
+3|
+3|
+2|
+5|Wings of Wool, Effigy Shaping 2/Day|
4|
2

7th|
+3|
+3|
+2|
+5|Effigy Ability|
4|
2

8th|
+4|
+4|
+2|
+6|Silken Wrap|
4|
2

9th|
+4|
+4|
+3|
+6|Explosive Effigy|
4|
3

10th|
+5|
+5|
+3|
+7|Effigy Ability, Effigy Shaping 3/Day|
5|
3

11th|
+5|
+5|
+3|
+7|Fold into the Weave|
5|
3

12th|
+6/+1|
+6|
+4|
+8|Transpose the Seam|
5|
4

13th|
+6/+1|
+6|
+4|
+8|Effigy Ability|
5|
4

14th|
+7/+2|
+6|
+4|
+9|Cloth Walls, Effigy Shaping 4/Day|
6|
4

15th|
+7/+2|
+7|
+5|
+9|Eyes of Silk|
6|
5

16th|
+8/+3|
+7|
+5|
+10|Effigy Ability|
6|
5

17th|
+8/+3|
+8|
+5|
+10|Storm of Satin|
6|
5

18th|
+9/+4|
+8|
+6|
+11|Effigy Shaping 5/Day|
7|
6

19th|
+9/+4|
+8|
+6|
+11|Effigy Ability|
7|
6

20th|
+10/+5|
+9|
+6|
+12|Effigy Master|
7|
6 [/table]

Weapon Proficiencies: The Effigy Master gains proficiency with all simple weapons. They also gain proficiency with all light armor and light shields.

Clothweaving: The Effigy Master 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 Effigy Master gains some minor benefits. They adds one fourth of his Effigy Master 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 Effigy Master 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). They may not use this ability to move the objects more than 10 feet away from themself.


Shrouds (Su): The Effigy Master 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 Effigy Master’s Wisdom modifier, and are created as a swift action. The Effigy Master may only have up to three Shrouds in existence at a time. Shrouds may never overlap. The Effigy Master 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. The Effigy Master counts as his own ally for the purposes of his Shrouds.

Effigies (Su): The Effigy Master may create effigies, which are basically cloth that has been animated into a form. Effigies can be people shaped, carpet shaped, couch shaped, or what have you. Effigies gain additional benefits besides their base form. They may only have one benefit placed upon them, and the Effigy Master chooses which benefit to give them upon shaping the Effigy. They gain one benefit at fifth level, and an additional benefit every five levels thereafter (10th, 15th, 20th, etc). The benefits are taken from the list below, in the Effigy section. The Effigy Master may shape an Effigy once per day at second level, and an additional time per day every four levels thereafter (6th, 10th, 14th, 18th). The Effigy lasts for 1 hour, or until dismissed. Dismissing an Effigy is a standard action. The Effigy Master has mental control and communication with the Effigy, seeing anything that the Effigy sees, and hearing anything they hear. Summoning an Effigy takes 2 at least two feet by two feet pieces of cloth per size category (2 pieces for fine, 4 for diminutive, 6 for tiny, 8 for small, etc etc).

Personal Effigy (Su): The Effigy Master has their own personal effigy which is constant, and is more powerful than the other Effigies the Effigy Master can use. The Personal Effigy counts as being the same target as the Effigy Master for any spell or ability that would give the Effigy Master a beneficial effect, as long as they are within 30 feet of each other. The Personal Effigy counts as being an effigy of the Effigy Master’s Effigy Master level plus three. This increases their ability scores, hit dice, and size category accordingly. The Effigy Master can change the Personal Effigy’s size category as a standard action, minimum size category being fine, and maximum being dependent on the Personal Effigy’s hit dice, as is normal for Effigies. In addition, the Personal Effigy counts as having the maximum possible base attack bonus for its hit dice. The Effigy Master can the Effigy Benefit their Personal Effigy is undergoing as a minute long ritual.

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

Skill of Cloth (Ex): Starting at third level, the Effigy Master gains a Competency bonus equal to their Intelligence modifier to any one skill. They must choose one skill. They may change this choice as a swift action. While they have the Competency bonus to that skill, they may attempt to make those skill checks untrained.

Effigy Abilities: Starting at fourth level, and every three levels thereafter, the Effigy Master gains one Effigy Ability that they may apply to their Personal Effigy, taken from the list below. The Effigy Abilities have prerequisites based solely on level. After the Effigy Master has chosen an Effigy Ability, they may not change that choice.
Hidebound: Starting at fourth level, the Personal Effigy gains a Natural Armor bonus equal to the Effigy Master’s Intelligence modifier.

Claws: Starting at fourth level, the Personal Effigy gains two claws which deal 1d2 damage when the Personal Effigy is Fine size, and the damage increasing for size category depending on the Personal Effigy’s current size category.

Fangs: Starting at fourth level, the Personal Effigy gains one bite which deal 1d2 damage when the Personal Effigy is Fine size, and the damage increasing for size category depending on the Personal Effigy’s current size category.

Martial Prowess: Starting at seventh level, the Personal Effigy gains a single martial maneuver, which they can use once per encounter. That maneuver must be of third level or lower, and the Personal Effigy meet all prerequisites of the maneuver. The Personal Effigy has no recovery method.

Mage-Blooded: Starting at seventh level, the Personal Effigy gains access to one spell of the Transmutation, Divination, or Abjuration school which is equal to or lower than one fifth of the Effigy Master’s Effigy Master level. They may cast it once per encounter. The Personal Effigy can change the spell chosen in this way as an hour long ritual, after 8 hours of rest. This ability may not be taken more than once.

Psychic Mind: Starting at seventh level, the Personal Effigy gains a number of power points equal to the Effigy Master’s Intelligence modifier plus the Personal Effigy’s hit dice. They must choose one power of the Psychoportation, Psychometabolism, or Telepathy disciplines that is equal to or lower than one fifth of the Effigy Master’s Effigy Master levels. They may use their power points to cast only that power. They may gain a psionic focus, thanks to those power points. They may choose to change which power chosen this way as an hour long ritual, after 8 hours of rest. This ability may not be taken more than once.

Gripping Bear: Starting at tenth level, the Personal Effigy gains a bonus to all Strength checks made as part of a grapple equal to the Effigy Master’s Intelligence modifier. Whenever they successfully grapple a target, that target takes a number of damage equal to the Personal Effigy’s Strength check result.

Winding Snake: Starting at tenth level, the Personal Effigy gains a bonus to all Strength or Dexterity checks made as part of a trip equal to the Effigy Master’s Intelligence modifier. Whenever they successfully trip a target, they may move up to half their base land speed in any direction. If they end their movement within their reach of an opponent and still have an attack left for the round (if they were full attacking, or hadn’t moved yet), they may make another trip attempt.

Charging Bull: Starting at tenth level, the Personal Effigy gains a bonus to all Strength checks made to Bull Rush an opponent equal to the Effigy Master’s Intelligence modifier. Whenever the Personal Effigy successfully Bull Rushes an opponent, that opponent takes 2d6 damage per 5 feet moved by the Bull Rush.

Stance of Flowing Silk: Starting at tenth level, the Personal Effigy gains a single martial stance of 5th level or less. They must have gained the Martial Prowess Effigy Ability, and must have chosen a maneuver from the same Discipline as the stance to be chosen with this ability.

Cotton Mouth: Starting at thirteenth level, the Personal Effigy gains sneak attack, as the rogue, equal to one half of their Hit Dice d6. They gain a bonus to confirm critical hits equal to the Effigy Master’s Intelligence modifier.

Wool Wrath: Starting at thirteenth level, the Personal Effigy gains the ability to fly into a roaring rage, usable once per encounter as a swift action. The effect lasts for 3 rounds plus the Effigy Master’s Intelligence modifier, and for the duration the Personal Effigy gains an Enhancement bonus to Strength and Dexterity equal to one half the Effigy Master’s Effigy Master level. This bonus cannot exceed the Effigy Master’s Intelligence modifier. For the duration the Personal Effigy takes a penalty to Armor Class and Will saves equal to one half of the bonus granted to Strength and Dexterity, and may make an extra attack at their highest attack bonus when making a full attack.

Martial Mastery: Starting at thirteenth level, the Personal Effigy gains another maneuver, of 6th level or lower. They do not have to meet the prerequisites of the maneuver, but must have chosen the Martial Prowess Effigy Ability and gained a maneuver of the same Discipline as the maneuver to be chosen with this ability. They may use that maneuver once per encounter. They may refresh all of their maneuvers as a full round action, but may not initiate a maneuver within 1 round of having refreshed their maneuvers.

Stance of Winding Cloth: Starting at sixteenth level, the Personal Effigy gains a single martial stance of 8th level or less. They must have gained the Martial Prowess Effigy Ability, and must have chosen a maneuver from the same Discipline as the stance to be chosen with this ability.

Aura of Golden Song: Starting at sixteenth level, the Personal Effigy gains an aura of power, which grants all allies within 30 feet a bonus to all Attack and Damage rolls equal to the Effigy Master’s Intelligence modifier. In addition, at the beginning of combat the Personal Effigy grants all allies within 30 feet of itself Fast Healing equal to the Effigy Master’s Intelligence modifier. This effect fades at the end of the encounter. The Personal Effigy may grant a single ally within 30 feet of itself an additional move action as a swift action, once per encounter.

Curse of the Mad Moon: Starting at sixteenth level, the Personal Effigy gains the ability to steal luck from enemies. As a standard action, the Personal Effigy may grant one enemy within 30 feet a penalty to all checks, saves, and rolls made using a d20 equal to the Effigy Master’s Intelligence modifier. Every time an opponent fails a check, save, or roll, the Personal Effigy heals 3d6 damage, and that opponent takes 3d6 damage. The Personal Effigy must choose one enemy to have this effect upon, and they may change it as a standard action. The Personal Effigy may only have this ability upon one single enemy at a time. If an enemy moves beyond 30 feet from the Personal Effigy, the effect ends.

Clothshifting: Starting at nineteenth level, the Personal Effigy gains the ability to shapeshift, as the Wildshaping Druid ability, a number of times per encounter equal to the Effigy Master’s Intelligence modifier. Activating this ability is a move action. The Personal Effigy may only maintain a form for up to 3 rounds before the cloth of their shape begins to degrade and unravel. They may shapeshift into any Animal of their hit dice or less. They gain the physical abilities scores of the new Animal, as well as the size category and modes of movement, but their hit points remain the same (as they are using the same cloth as their normal form). They retain any and all of their extraordinary abilities, as well as gaining the extraordinary abilities of the new form.

Weave Smite: Starting at nineteenth level, the Personal Effigy gains the ability to smite enemies. Once per encounter per point of intelligence modifier the Effigy Master possesses, the Personal Effigy may, as an attack action (and able to be combined with a full attack action), make a single attack with one of their Natural Weapons with a bonus to the attack roll equal to the Effigy Master’s Intelligence modifier, and if they hit, they deal an extra 1d6 damage per hit die they possess. If they hit, the enemy must make a Will save (DC 10 + 1/2 Effigy Master level + Effigy Master’s Intelligence modifier) or become Dazed for one round. In addition, they provoke an attack of opportunity from all allies within 30 feet of the Effigy Master.

Martial Perfection: Starting at nineteenth level, the Personal Effigy gains another maneuver, of 8th level or lower. They do not have to meet the prerequisites of the maneuver, but must have chosen the Martial Prowess and Martial Mastery Effigy Abilities and gained maneuvers from the same Discipline as the maneuver to be chosen with this ability. They may use that maneuver once per encounter. They may refresh all of their maneuvers as a swift action, but may not take any actions other than moving or making a single attack in the same round that they recover their maneuvers.

Empower the Cloth (Su): Starting at fifth level, the Effigy Master may grant one Effigy within 30 feet a bonus to their Strength and Dexterity score equal to the Effigy Master’s Intelligence modifier, and they grant any target they successfully use Aid Another with an additional +2 bonus to the check. This effect lasts for 3 rounds, and can be used once per encounter. Activating this ability is a swift action.

Wings of Wool (Su): The Effigy Master may create wings out of magical cloth, able to grant them flight. Starting at sixth level, as a standard action, the Effigy Master may shape 3 pieces of cloth that are at least 1 foot by 1 foot into great wings. They gain a flight speed for 4 rounds equal to their base land speed, with average maneuverability.

Silken Wrap (Su): Starting at eighth level, the Effigy Master can wrap themselves in four pieces of 2 foot by 2 foot cloth, and protect themselves from all dangers. Activating this ability is a standard action. For the duration of this ability, the Effigy Master gains damage reduction equal to their level divided by two, and gains Temporary Hit Points equal to their level plus their intelligence modifier. They also gain a Deflection bonus to Armor Class equal to their Intelligence modifier. This effect lasts for 5 rounds, and can be used once per day.

Explosive Effigy (Su): Starting at ninth level, the Effigy Master may infuse all of their Effigies with explosive magical energy. Whenever an Effigy dies, is dispelled, or the duration thereof ends, then the Effigy explodes with magical energy, dealing 2d6 damage per three Hit Dice the Effigy possesses to all creatures in 10 feet of it.

Fold into the Weave (Su): Starting at eleventh level, the Effigy Master may fade into the weave and fold of the light that surrounds them, as a move action. They gain the effects of the Greater Invisibility, with a caster level equal to their Effigy Master level. They may only use this ability once per day.

Transpose the Seam (Su): Starting at twelfth level, the Effigy Master may teleport an Effigy controlled by themselves to the location of a single ally, and then teleport that ally to the former location of the teleported Effigy. Activating this ability is an Immediate action that can be used once per encounter. The Effigy and ally must be within 60 feet of each other. If the ally were to be hit by an enemy’s attack or spell, the Effigy is then hit instead. This effect may be used on the Effigy Master as well.

Cloth Walls (Su): Starting at fourteenth level, the Effigy Master may shape twelve pieces of 5 foot by 5 foot cloth into huge walls, as a standard action. This effect creates 6 cubes of 5 foot by 5 foot wall, which can be placed however the Effigy Master wishes, as long as they remain touching the ground on their bottom face, or their bottom face touches another cube of wall. The wall lasts for one minute. The Effigy Master may use this ability once per encounter, or once every ten minutes outside of combat. Upon the duration ending, the cloth unshapes and becomes normal canvas. The cubes of wall each have 50 hit points, and a hardness of 30. They take no damage from fire.

Eyes of Silk (Su): Starting at fifteenth level, the Effigy Master may shape two pieces of one foot by one foot cloth into a blind over their eyes. They gain the effects of the true seeing spell for the duration of this ability. They also gain blindsight and an Insight bonus to all spot checks made during the duration equal to their Intelligence modifier. This ability lasts for five rounds, and can be used once per encounter.

Storm of Satin (Su): Starting at seventeenth level, the Effigy Master may create a whipping, blinding storm of cloth and thread. All creatures within the area of the Effigy Master’s Shrouds takes 3d6 bludgeoning damage each round, and 1d6 Force damage. Those creatures must make a Reflex save (DC 10 + 1/2 Effigy Master level + Intelligence modifier) or be pinned, as the condition. This effect lasts for up to one minute, but the Effigy Master must concentrate for the duration of the effect. Concentrating in this way is a move action. The Effigy Master’s Effigies are immune to this ability, as they can mold themselves right into the cloth. Activating this ability is a full round action.

Effigy Mastery (Su): Starting at twentieth level, the Effigy Master may summon the cloth for their abilities that need cloth as a free action, almost at the same time as they consume it, appearing to weave it out of threads of light or space. They may summon Effigies at will, and may have more than one of them active at a time. They may only have up to four Effigies active at a time. They may reprepare their Shrouds as a fifteen minute ritual. Any numeric effect from the Effigy Master’s Shrouds gains a bonus equal to the Effigy Master’s Charisma modifier. They may choose to change their Effigy Benefits after resting for eight hours, and preparing them as an hour long ritual.


Effigies and Shrouds

Effigies: Effigies are fine sized constructs. They use their master’s skill ranks in all skills, with their own ability modifiers affecting the skill checks. They use their masters’ feats as well.
Effigy

http://fc06.deviantart.net/fs42/f/2009/099/d/d/Cloth_Monster_by_TheTopHat.jpg
Fine Construct
HD 4d10 (26 HP)
Speed 20 ft. (4 squares)
Init: +3
AC 14; touch 13; flat-footed 11 (+3 Dex, +1 Natural)
BAB +3; Grp -16
Attack Slam +0 melee (1d3-3)
Full-Attack Slam +0 melee (1d3-3)
Space ½ ft.; Reach 0 ft.
Special Attacks Fold into the Weave
Special Qualities Clothmade
Saves Fort +1 Ref +4 Will +2
Abilities Str 4, Dex 16, Con --, Int --, Wis 13, Cha 4
Skills As master
Feats As master
Environment As master
Organization Single
Challenge Rating 2
Treasure None
Alignment As master

Progression: The Effigy’s hit dice increase with their master’s Stitch Witch level, at a rate or 1 to 1. The Effigy’s ability scores increase by +1 for each hit dice they gain. Their size increases by 1 size category for every 3 hit dice they gain in excess to their original 4 hit dice.

Combat

Fold into the Weave (Su): Effigies become invisible whenever they are next to cloth that is at least their height by their width in size. They remain invisible for up to 1 minute. They may continue to do this as long as they continue to find pieces of cloth.

Clothmade (Ex): Effigies are made of cloth. They take an extra 50% Fire damage from all sources.

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 Stitch Witch levels, minimum 1.

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

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

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

Trip Line: Allies within the shroud gain a bonus to all trip attempts equal to ¼ your Stitch Witch 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 Stitch Witch 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 Stitch Witch 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 Stitch Witch 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 Stitch Witch 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 1/2 your Stitch Witch levels, minimum 1.

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

Cripple Movement: Enemies within the shroud’s movement speeds are reduced by a number equal to ¼ of you Stitch Witch 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 Stitch Witch levels, times five feet (rounded up to the nearest increment of 5).

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

Lightweave: Allies within the shroud gain a bonus to Hide and spot checks equal to ½ your Stitch Witch levels. At fifth 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 Stitch Witch levels, and a penalty to Will saves and Armor Class equal to ¼ of your Stitch Witch levels.

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

Effigy Benefits
Scare-Crow: The Effigy gains a Fearful Presence, which activates whenever the Effigy makes an action that is standard or longer. The DC is equal to (10 + 1/2 Stitch Witch levels + Charisma modifier). He gains a +10 bonus to Intimidate, and a +6 bonus to Charisma and Dexterity.

Slender One: The Effigy gains two tentacle attacks, with base damage standard for the Effigy’s size. Whenever he successfully makes a melee attack with both tentacles, he may start a grapple attempt as a free action, with a +8 bonus to the grapple attempt. He may ignore size penalties on this grapple attempt. He gains a +5 bonus to any opposed Strength check, and a +6 bonus to Strength and Dexterity.

Wise-Eyes: The Effigy gains a gaze attack that forces a target to make a will save (DC 10 + 1/2 Stitch Witch levels + Charisma) or be paralyzed for 1 round. Creatures that have failed their saves are immune to this effect for 24 hours. The Effigy gains the effects of the See Invisibility effect at the Stitch Witch’s level 6, and the effects of the True Seeing spell at the Stitch Witch’s level 14. He gains a +10 bonus to Spot and Listen, and gains a +6 bonus to Wisdom and Charisma.

Greatwall Golem: The Effigy gains one size category, and gains a +5 bonus to all attack rolls made on a charge, and a +6 bonus to Strength and Wisdom, as well as 20 bonus hit points. The Effigy may, as a standard action, make a ground smash. All enemies within 10 feet of the Effigy take the Effigy’s slam attack damage plus their Strength modifier, as if they had been hit by the Effigy’s slam attack. Those creatures must make a Reflex save (DC 10 + ½ Stitch Witch levels + Charisma modifier) or be dazed for one round. The Effigy must wait 3 rounds before using this ability again.

Velvet Spy: The Effigy permanently gains the benefits of their Fold into the Weave ability, without needing to be near cloth to activate it. The Effigy may change their size to Fine as a swift action, and back to their regular size as another swift action. The Effigy gains a +10 bonus to Hide and Move Silently checks, and a +6 bonus to Dexterity and Wisdom.

Soft Touch Healer: The Effigy gains a pool of healing equal to their Wisdom modifier times their hit dice. They can only spend up to their hit dice in healing at a single time, and deliver the healing with a touch. The Effigy can only heal others with this ability. The Effigy gains a +10 bonus to Heal and Diplomacy checks, and a +6 bonus to Wisdom and Charisma.

Mage Riddled: The Effigy is able to cast up to three spells with a combined spell level that is not greater than their hit dice, and whose individual spell level is not greater than 1/3 of the Effigy’s hit dice, once per encounter. They must choose these spells upon being summoned, and cannot change them afterward. The Effigy gains a +10 bonus to Spellcraft and Knowledge (Arcana) checks, and a +6 bonus to Wisdom and Charisma. Hide Caster level for the spell like abilities is equal to his hit dice, and the DCs are equal to (10 + ½ Effigy’s hit dice + Wisdom modifier).