LordErebus12
2012-05-14, 08:44 PM
Weaver
http://i.imgur.com/JeEYL.jpg
All Weavers share the ability to take strands of magic in their most pure form and weave it into powerful spells. The power lies deep within them, dormant until the ignorance is lifted by the person with the Gift being taken before the Weavers. The Gift (being a weaver) usually leaves its mark on the hands of the Weaver, for they are delicate, with long, slender fingers and a have an extraordinary fine bone structure.
The Gift and the mark it leaves on the Weaver are what makes it possible to perform what is known as the Art. Assisted in their early initiate days by special tools, Weavers do what they are named for. With the Gift they pull strands of magic forth from beyond. The patterns they can weave, which release power or can be transformed into something else, are like works of art created of magic. This is why it was named the Art, for it is just like any other art form, but with magic.
Nearly all weavers wield no weapons, honing their unarmed attacks to deal lethal damage and focus on an almost monastic quality to their ways. Legend has it that the masters of the Art can even strip the ability to use spells or spell-like abilities from those who are deemed unworthy of the gift.
Over time their eyes, sweat, tears, and even blood glow in an eerie light, infused with pure magical power. It was one practice that witch hunters would hunt these weavers down, feeling that they must surely be bonded with great evil to be so changed by their abilities.
Alignment: Any
Hit Dice: d8
Suggested ability scores: Wis, Dex, Cha
Skills: Appraise (Int), Craft (Int), Diplomacy (Cha), Knowledge (All) (Int), Linguistics (Int), Perception (Wis), Profession (Cha), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha)
Skill Points: 4 + Int Modifier
{table=head]{colsp=6}Table: The Weaver
Level| Attack Bonus | Fort | Reflex | Will |
Special
1 | +0 |{colsp=1}
+0|{colsp=1}
+2|{colsp=1}
+2 |Weave 1d6, 1st Affinity, Arcane Bond
2 | +1 |{colsp=1}
+0|{colsp=1}
+3|{colsp=1}
+3 |Arcane Reach, Arcane Eye
3 | +2 |{colsp=1}
+1|{colsp=1}
+3|{colsp=1}
+3 |Weave 2d6
4 | +3 |{colsp=1}
+1|{colsp=1}
+4|{colsp=1}
+4 |Bonus Feat
5 | +3 |{colsp=1}
+1|{colsp=1}
+4|{colsp=1}
+4 |Weave 3d6, 2nd Affinity
6 | +4 |{colsp=1}
+2|{colsp=1}
+5|{colsp=1}
+5 |Arcane Fist, Spellbite +1
7 | +5 |{colsp=1}
+2|{colsp=1}
+5|{colsp=1}
+5 |Weave 4d6
8 | +6/+1 |{colsp=1}
+2|{colsp=1}
+6|{colsp=1}
+6 |Bonus Feat, Destructive Spell
9 | +7/+2 |{colsp=1}
+3|{colsp=1}
+6|{colsp=1}
+6 |Weave 5d6
10 | +8/+3 |{colsp=1}
+3|{colsp=1}
+7|{colsp=1}
+7 |3rd Affinity, Weave Stance
11 | +9/+4 |{colsp=1}
+3|{colsp=1}
+7|{colsp=1}
+7 |Weave 6d6
12 | +9/+4 |{colsp=1}
+4|{colsp=1}
+8|{colsp=1}
+8 |Spellbite +2, Bonus Feat
13 | +10/+5 |{colsp=1}
+4|{colsp=1}
+8|{colsp=1}
+8 |Weave 7d6
14 | +11/+6/+1 |{colsp=1}
+4|{colsp=1}
+9|{colsp=1}
+9 |Spell Explosion
15 | +12/+7/+2 |{colsp=1}
+5|{colsp=1}
+9|{colsp=1}
+9 |Weave 8d6, 4th affinity
16 | +12/+7/+2 |{colsp=1}
+5|{colsp=1}
+10|{colsp=1}
+10 |Bonus Feat, Weaver's Judgement
17 | +13/+8/+3 |{colsp=1}
+5|{colsp=1}
+10|{colsp=1}
+10 |Weave 9d6
18 | +14/+9/+4 |{colsp=1}
+6|{colsp=1}
+11|{colsp=1}
+11 |Spellbite +3
19 | +15/+10/+5 |{colsp=1}
+6|{colsp=1}
+11|{colsp=1}
+11 |Weave 10d6
20 | +15/+10/+5 |{colsp=1}
+6|{colsp=1}
+12|{colsp=1}
+12 |Arcane Rebirth, 5th Affinity, Bonus Feat
[/table]
{table=head]{colsp=7}Table: Weaver Spells/Day
Level| 1st| 2nd | 3rd | 4th | 5th |
6th
1st|1|-|-|-|-|-
2nd|2|-|-|-|-|-
3rd|3|-|-|-|-|-
4th|3|1|-|-|-|-
5th|4|2|-|-|-|-
6th|4|3|-|-|-|-
7th|4|3|1|-|-|-
8th|4|4|2|-|-|-
9th|5|4|3|-|-|-
10th|5|4|4|1|-|-
11th|5|4|4|2|-|-
12th|5|5|4|3|-|-
13th|5|5|4|4|1|-
14th|5|5|5|4|2|-
15th|5|5|5|4|3|-
16th|5|5|5|4|4|1
17th|5|5|5|5|4|2
18th|5|5|5|5|5|3
19th|5|5|5|5|5|4
20th|5|5|5|5|5|5
[/table]
{table=head]{colsp=7}Table: Weaver Spells Known
Level| 1st| 2nd | 3rd | 4th | 5th |
6th
1st|2|-|-|-|-|-
2nd|3|-|-|-|-|-
3rd|4|-|-|-|-|-
4th|4|2|-|-|-|-
5th|4|3|-|-|-|-
6th|4|4|-|-|-|-
7th|5|4|2|-|-|-
8th|5|4|3|-|-|-
9th|5|4|4|-|-|-
10th|5|5|4|2|-|-
11th|5|5|4|3|-|-
12th|6|5|4|4|-|-
13th|6|5|5|4|2|-
14th|6|5|5|4|3|-
15th|6|5|5|4|4|-
16th|6|5|5|5|4|2
17th|6|5|5|5|4|3
18th|6|5|5|5|4|4
19th|6|5|5|5|5|4
20th|6|6|6|6|5|5
[/table]
Spells (Wisdom Based, Spontaneous, Arcane Caster)
1st
(CR) - Burning Hands, Chill Touch, Color Spray, Detect Magic, Endure Elements, Identify, Mage Armor, Magic Aura, Magic Missile, Magic Weapon, Ray of Enfeeblement, Shield, Shocking Grasp, True Strike
(APG) - Alter Winds, Break, Hydraulic Push, Stone Fist (useless past 6th level), Touch of Gracelessness
(UM) - Corrosive Touch, Ear-Piercing Scream, Icicle Dagger
(UC) - Adjuring Step, Shock Shield
2nd
(CR) - Acid Arrow, Darkness, Flaming Sphere, Fog Cloud, Gust of Wind, Protection from Arrows, Resist Energy, Scorching Ray, Shatter
(APG) - Burning Gaze, Elemental Speech, Elemental Touch, Fire Breath, Stone Call
(UM) - Boiling Blood, Defensive Shock, Frigid Touch, Unshakable Chill
(UC) - Bullet Shield, Endure Elements (Communal), Fiery Shuriken M, Frost Fall, Spontaneous Immolation, Warding Weapon F
3rd
(CR) - Arcane Sight, Daylight, Dispel Magic, Explosive Runes, Fireball, Flame Arrow, Hold Person, Lightning Bolt, Protection from Energy, Ray of Exhaustion, Sleet Storm, Stinking Cloud, Water Breathing, Wind Wall
(APG) - Aqueous Orb, Cloak of Winds, Draconic Reservoir, Elemental Aura, Hydraulic Torrent, Pain Strike
(UM) - Ash Storm, Force Punch
(UC) - Ablative Barrier F, Protection from Arrows (Communal), Resist Energy (Communal)
4th
(CR) - Elemental Body I, Fire Shield, Fire Trap M, Ice Storm, Minor Creation, Rainbow Pattern, Resilient Sphere, Shadow Conjuration, Shout, Solid Fog, Stoneskin M, Wall of Fire, Wall of Ice
(APG) - Acid Pit F, Ball Lightning, Calcific Touch, Detonate M, Dragon's Breath, Firefall, River of Wind
(UM) - Control Summoned Creature, Ride the Waves, Vitriolic Mist, Volcanic Storm
(UC) - Obsidian Flow, Protection from Energy (Communal), Shocking Image
5th
(CR) - Cone of Cold, Contact Other Plane, Elemental Body II, Hold Monster, Interposing Hand, Mage’s Faithful Hound, Major Creation, Planar Binding (Lesser), Permanency M, Shadow Evocation, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Force, Wall of Stone
(APG) - Fire Snake, Geyser, Life Bubble, Planar Adaptation
(UM) - Acidic Spray, Corrosive Consumption, Fickle Winds, Icy Prison, Lightning Arc, Sonic Thrust, Wall of Sound
(UC) - Energy Siege Shot
6th
(CR) - Acid Fog, Antimagic Field, Chain Lightning, Control Water, Disintegrate, Dispel Magic (Greater), Elemental Body III, Flesh to Stone, Form of the Dragon I, Freezing Sphere, Move Earth, Planar Binding, Stone to Flesh, True Seeing M, Wall of Iron M
(APG) - Contagious Flame, Fluid Form, Sirocco
(UM) - Cold Ice Strike, Ice Crystal Teleport
(UC) - Energy Siege Shot (Greater), Tar Pool
Special Abilities
Weapon and Armor Proficiencies: A Weaver gains proficiency with simple weapons but no armor or shields. Arcane spells cast suffer from arcane spell failure when in armor.
Arcane Bond (Su): Functions like the wizard’s ability, but the item chosen must be something used in weaving (comb, needles, scissors, etc.). this item chosen is treated as the focus for weaving ability, much as a holy symbol functions for a cleric (see weave for details). The Weaver gains an additional bonus of +2 to all caster level checks if she chooses one of the above options.
A Weaver who chooses a familiar must choose a familiar from the list below.
{table=head]{colsp=2}Table: Familiars
Familiar| Special Ability |
Bee/Wasp | Master gains a +3 bonus on Fly checks
Beaver | Master gains a +3 bonus on Craft (woodcarving) checks
Ant / Spider | Master gains a +3 bonus on Climb checks
Scorpion | Master gains a +2 bonus on initiative rolls
Birds | Master gains a +3 bonus on sight-based and opposed Perception checks in shadows or darkness
[/table]
Affinity (Ex): Starting at 1st level, a Weaver selects one element type: Acid, Cold, Electricity, Fire or Sonic. The chosen element can now be substituted with any damage-dealing spell element on her spell list at will. The weaver my not change this choice once it has been chosen.
Also, the Weaver may add her wisdom modifier to ranged or melee touch attacks, instead of Str or Dex. She may select another element at 5th, 10th, 15th, and finally 20th level.
Weave (Su): Starting at 1st level, a Weaver can channel an element of her choice: Acid, Cold, Electricity, Fire or Sonic. The ability functions like a cleric channeling to cause damage. However; channeling the same energy against the same elemental subtype (channel fire against a creature with the fire subtype) it instead heals that amount of damage.
Otherwise, the ability functions the same as the cleric's channel energy ability and may be used with any feats, abilities, or effects that effect the cleric's ability. The weaver may freely choose between any elemental choice, changing the elemental type with each use. This ability still runs off of charisma, as standard cleric ability does.
If the weaver chose a specific item for her arcane bond, that is treated as her holy symbol; if she chose a familiar, the item used for channeling can be any weaving tool.
Arcane Reach (Ex): Starting at 2nd level, a Weaver can cast any touch attack as a ranged touch attack with a range increment of 10 ft.; Also, rays cast have range extended by 50% (to 45 ft.).
Starting at 10th level, weavers improve the range of all distance types (close, medium, and long) by 50%. This does not stack with metamagic feats that extend range.
This also affects familiars delivering touch spells, extending their reach as well.
Arcane Eye (Su): Starting at 2nd level, a Weaver begins to see magic without magical aid, as a Constant detect magic effect. At 6th level it improves into a constant Arcane Sight effect, then again to Greater Arcane Sight at 10th level.
Arcane Fist (Ex): Starting at 4th level, a Weaver gains Improved Unarmed Strike and Arcane Strike as bonus feats.
Spellbite (Ex): Starting at 6th level, a Weaver adds +1 to all DC’s of damage dealing spells of her spell list. This bonus increases to +2 at 12th level and finally +3 at 18th level.
Destructive Spell (Ex): Starting at 8th level, as a swift action and at the cost of one spell at the highest spell level able to cast, the Weaver may cause a spell cast to deal double elemental damage to one target. The Weaver makes a ranged touch attack against the target to confirm the damage. This is considered a critical hit for the purposes of feats, immunities, and abilities.
Weave Stance (Ex): Starting at 10th level, as a swift action, the Weaver no longer provokes AoO’s when casting spells when she goes through five unique styles, utilizing movements that show elements of different forms. a weaver must had chosen the corresponding affinity to use the stance.
......Earth (Acid):
Slow rocking stance that always strikes from a balanced position, using slower, power blows. +2 bonus on acrobatics checks to balance and a +2 bonus on sunder attempts.
At 15th level, gains +4 Natural Armor and DR 5/Adamantine.
......Water (Cold):
Graceful and evasive, this stance features movements mimicking water's slow flowing waves, then striking fast and hard as if solid. +2 bonus on bluff checks to feint and a +2 bonus on reposition attempts.
At 15th level, gains Water Walk or water breathing as a constant effect (swift action to switch between abilities).
......Flame (Fire):
Quick and aggressive, this style utilizes strong strikes meant to drive the foe away, like a volcano's eruption. +2 bonus on intimidate checks and a +2 bonus on bullrush attempts.
At 15th level, the weaver adds bonus fire damage to all attacks equal to 1d6+Cha modifier.
......Lightning (Electricity):
This style favors extremely fast strikes, grapples and leaps. jumping at a foe and latching like a bolt of electricity. +2 bonus on acrobatics checks to jump and a +2 bonus on grapple attempts.
At 15th level, +2 on attack rolls vs foe's wearing metal armor or made of metal.
......Resonance (Sonic):
Humming while preforming its sweeping powerful strikes that are meant to overwhelm and off balance as well as improve their pitch and rhythm for singing and dancing. +2 bonus on preform (all instruments, singing, oratory, and dancing) checks and a +2 bonus on trip attempts.
At 15th level, gains the use of a 1st level bardic performance ability 1+Cha/Day and immunity to sound based effects.
Spell Explosion (Su): Starting at 14th level, 1/Day as a move action, the Weaver may sacrifice two of the highest level spells able to be cast; the Weaver may triple the damage when using the destructive spell ability.
The Weaver takes recoil damage equal to half of the normal spell damage dealt, as if successfully saved against, no matter if it confirms or not. Evasion and Improved Evasion has no effect on this ability.
Weaver's Judgement (Su): Starting at 16th level, 1/Day as a full round action, the Weaver may attempt to apply a permanent antimagic effect on the target with a successful melee touch attack; however, after successfully using this ability, the weaver loses the ability to cast spells or channel energy until the next day or they have rested for a full 8 hours (rings of sustenance, or like abilities, do not work in reducing this). Arcane touch does not apply to this ability. This ability can only be removed with a successful wish or miracle spell.
Arcane Rebirth (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. The Weaver may cause spells to deal two types of elemental damage, the amount of each may be chosen at will. (a Weaver’s fireball might deal 12d6 damage, but 3d6 might be fire while the rest of the damage is cold)
Bonus Feats (Ex): the Weaver gains her choice of bonus feats as below or an item creation feat of her choice:
4th – Style Feat or Metamagic Feat
8th – Extra Channel or Improved Channel
12th – Elemental Fist (if you chose the style feat) or Elemental Focus (if you chose the metamagic or item creation feat)
16th – Quick Channel (if you chose the weaving tools for arcane bond) or Evolved Familiar (x2; if you chose a familiar)
20th – Critical Focus (Destructive Spell) or Touch of Serenity
http://i.imgur.com/JeEYL.jpg
All Weavers share the ability to take strands of magic in their most pure form and weave it into powerful spells. The power lies deep within them, dormant until the ignorance is lifted by the person with the Gift being taken before the Weavers. The Gift (being a weaver) usually leaves its mark on the hands of the Weaver, for they are delicate, with long, slender fingers and a have an extraordinary fine bone structure.
The Gift and the mark it leaves on the Weaver are what makes it possible to perform what is known as the Art. Assisted in their early initiate days by special tools, Weavers do what they are named for. With the Gift they pull strands of magic forth from beyond. The patterns they can weave, which release power or can be transformed into something else, are like works of art created of magic. This is why it was named the Art, for it is just like any other art form, but with magic.
Nearly all weavers wield no weapons, honing their unarmed attacks to deal lethal damage and focus on an almost monastic quality to their ways. Legend has it that the masters of the Art can even strip the ability to use spells or spell-like abilities from those who are deemed unworthy of the gift.
Over time their eyes, sweat, tears, and even blood glow in an eerie light, infused with pure magical power. It was one practice that witch hunters would hunt these weavers down, feeling that they must surely be bonded with great evil to be so changed by their abilities.
Alignment: Any
Hit Dice: d8
Suggested ability scores: Wis, Dex, Cha
Skills: Appraise (Int), Craft (Int), Diplomacy (Cha), Knowledge (All) (Int), Linguistics (Int), Perception (Wis), Profession (Cha), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha)
Skill Points: 4 + Int Modifier
{table=head]{colsp=6}Table: The Weaver
Level| Attack Bonus | Fort | Reflex | Will |
Special
1 | +0 |{colsp=1}
+0|{colsp=1}
+2|{colsp=1}
+2 |Weave 1d6, 1st Affinity, Arcane Bond
2 | +1 |{colsp=1}
+0|{colsp=1}
+3|{colsp=1}
+3 |Arcane Reach, Arcane Eye
3 | +2 |{colsp=1}
+1|{colsp=1}
+3|{colsp=1}
+3 |Weave 2d6
4 | +3 |{colsp=1}
+1|{colsp=1}
+4|{colsp=1}
+4 |Bonus Feat
5 | +3 |{colsp=1}
+1|{colsp=1}
+4|{colsp=1}
+4 |Weave 3d6, 2nd Affinity
6 | +4 |{colsp=1}
+2|{colsp=1}
+5|{colsp=1}
+5 |Arcane Fist, Spellbite +1
7 | +5 |{colsp=1}
+2|{colsp=1}
+5|{colsp=1}
+5 |Weave 4d6
8 | +6/+1 |{colsp=1}
+2|{colsp=1}
+6|{colsp=1}
+6 |Bonus Feat, Destructive Spell
9 | +7/+2 |{colsp=1}
+3|{colsp=1}
+6|{colsp=1}
+6 |Weave 5d6
10 | +8/+3 |{colsp=1}
+3|{colsp=1}
+7|{colsp=1}
+7 |3rd Affinity, Weave Stance
11 | +9/+4 |{colsp=1}
+3|{colsp=1}
+7|{colsp=1}
+7 |Weave 6d6
12 | +9/+4 |{colsp=1}
+4|{colsp=1}
+8|{colsp=1}
+8 |Spellbite +2, Bonus Feat
13 | +10/+5 |{colsp=1}
+4|{colsp=1}
+8|{colsp=1}
+8 |Weave 7d6
14 | +11/+6/+1 |{colsp=1}
+4|{colsp=1}
+9|{colsp=1}
+9 |Spell Explosion
15 | +12/+7/+2 |{colsp=1}
+5|{colsp=1}
+9|{colsp=1}
+9 |Weave 8d6, 4th affinity
16 | +12/+7/+2 |{colsp=1}
+5|{colsp=1}
+10|{colsp=1}
+10 |Bonus Feat, Weaver's Judgement
17 | +13/+8/+3 |{colsp=1}
+5|{colsp=1}
+10|{colsp=1}
+10 |Weave 9d6
18 | +14/+9/+4 |{colsp=1}
+6|{colsp=1}
+11|{colsp=1}
+11 |Spellbite +3
19 | +15/+10/+5 |{colsp=1}
+6|{colsp=1}
+11|{colsp=1}
+11 |Weave 10d6
20 | +15/+10/+5 |{colsp=1}
+6|{colsp=1}
+12|{colsp=1}
+12 |Arcane Rebirth, 5th Affinity, Bonus Feat
[/table]
{table=head]{colsp=7}Table: Weaver Spells/Day
Level| 1st| 2nd | 3rd | 4th | 5th |
6th
1st|1|-|-|-|-|-
2nd|2|-|-|-|-|-
3rd|3|-|-|-|-|-
4th|3|1|-|-|-|-
5th|4|2|-|-|-|-
6th|4|3|-|-|-|-
7th|4|3|1|-|-|-
8th|4|4|2|-|-|-
9th|5|4|3|-|-|-
10th|5|4|4|1|-|-
11th|5|4|4|2|-|-
12th|5|5|4|3|-|-
13th|5|5|4|4|1|-
14th|5|5|5|4|2|-
15th|5|5|5|4|3|-
16th|5|5|5|4|4|1
17th|5|5|5|5|4|2
18th|5|5|5|5|5|3
19th|5|5|5|5|5|4
20th|5|5|5|5|5|5
[/table]
{table=head]{colsp=7}Table: Weaver Spells Known
Level| 1st| 2nd | 3rd | 4th | 5th |
6th
1st|2|-|-|-|-|-
2nd|3|-|-|-|-|-
3rd|4|-|-|-|-|-
4th|4|2|-|-|-|-
5th|4|3|-|-|-|-
6th|4|4|-|-|-|-
7th|5|4|2|-|-|-
8th|5|4|3|-|-|-
9th|5|4|4|-|-|-
10th|5|5|4|2|-|-
11th|5|5|4|3|-|-
12th|6|5|4|4|-|-
13th|6|5|5|4|2|-
14th|6|5|5|4|3|-
15th|6|5|5|4|4|-
16th|6|5|5|5|4|2
17th|6|5|5|5|4|3
18th|6|5|5|5|4|4
19th|6|5|5|5|5|4
20th|6|6|6|6|5|5
[/table]
Spells (Wisdom Based, Spontaneous, Arcane Caster)
1st
(CR) - Burning Hands, Chill Touch, Color Spray, Detect Magic, Endure Elements, Identify, Mage Armor, Magic Aura, Magic Missile, Magic Weapon, Ray of Enfeeblement, Shield, Shocking Grasp, True Strike
(APG) - Alter Winds, Break, Hydraulic Push, Stone Fist (useless past 6th level), Touch of Gracelessness
(UM) - Corrosive Touch, Ear-Piercing Scream, Icicle Dagger
(UC) - Adjuring Step, Shock Shield
2nd
(CR) - Acid Arrow, Darkness, Flaming Sphere, Fog Cloud, Gust of Wind, Protection from Arrows, Resist Energy, Scorching Ray, Shatter
(APG) - Burning Gaze, Elemental Speech, Elemental Touch, Fire Breath, Stone Call
(UM) - Boiling Blood, Defensive Shock, Frigid Touch, Unshakable Chill
(UC) - Bullet Shield, Endure Elements (Communal), Fiery Shuriken M, Frost Fall, Spontaneous Immolation, Warding Weapon F
3rd
(CR) - Arcane Sight, Daylight, Dispel Magic, Explosive Runes, Fireball, Flame Arrow, Hold Person, Lightning Bolt, Protection from Energy, Ray of Exhaustion, Sleet Storm, Stinking Cloud, Water Breathing, Wind Wall
(APG) - Aqueous Orb, Cloak of Winds, Draconic Reservoir, Elemental Aura, Hydraulic Torrent, Pain Strike
(UM) - Ash Storm, Force Punch
(UC) - Ablative Barrier F, Protection from Arrows (Communal), Resist Energy (Communal)
4th
(CR) - Elemental Body I, Fire Shield, Fire Trap M, Ice Storm, Minor Creation, Rainbow Pattern, Resilient Sphere, Shadow Conjuration, Shout, Solid Fog, Stoneskin M, Wall of Fire, Wall of Ice
(APG) - Acid Pit F, Ball Lightning, Calcific Touch, Detonate M, Dragon's Breath, Firefall, River of Wind
(UM) - Control Summoned Creature, Ride the Waves, Vitriolic Mist, Volcanic Storm
(UC) - Obsidian Flow, Protection from Energy (Communal), Shocking Image
5th
(CR) - Cone of Cold, Contact Other Plane, Elemental Body II, Hold Monster, Interposing Hand, Mage’s Faithful Hound, Major Creation, Planar Binding (Lesser), Permanency M, Shadow Evocation, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Force, Wall of Stone
(APG) - Fire Snake, Geyser, Life Bubble, Planar Adaptation
(UM) - Acidic Spray, Corrosive Consumption, Fickle Winds, Icy Prison, Lightning Arc, Sonic Thrust, Wall of Sound
(UC) - Energy Siege Shot
6th
(CR) - Acid Fog, Antimagic Field, Chain Lightning, Control Water, Disintegrate, Dispel Magic (Greater), Elemental Body III, Flesh to Stone, Form of the Dragon I, Freezing Sphere, Move Earth, Planar Binding, Stone to Flesh, True Seeing M, Wall of Iron M
(APG) - Contagious Flame, Fluid Form, Sirocco
(UM) - Cold Ice Strike, Ice Crystal Teleport
(UC) - Energy Siege Shot (Greater), Tar Pool
Special Abilities
Weapon and Armor Proficiencies: A Weaver gains proficiency with simple weapons but no armor or shields. Arcane spells cast suffer from arcane spell failure when in armor.
Arcane Bond (Su): Functions like the wizard’s ability, but the item chosen must be something used in weaving (comb, needles, scissors, etc.). this item chosen is treated as the focus for weaving ability, much as a holy symbol functions for a cleric (see weave for details). The Weaver gains an additional bonus of +2 to all caster level checks if she chooses one of the above options.
A Weaver who chooses a familiar must choose a familiar from the list below.
{table=head]{colsp=2}Table: Familiars
Familiar| Special Ability |
Bee/Wasp | Master gains a +3 bonus on Fly checks
Beaver | Master gains a +3 bonus on Craft (woodcarving) checks
Ant / Spider | Master gains a +3 bonus on Climb checks
Scorpion | Master gains a +2 bonus on initiative rolls
Birds | Master gains a +3 bonus on sight-based and opposed Perception checks in shadows or darkness
[/table]
Affinity (Ex): Starting at 1st level, a Weaver selects one element type: Acid, Cold, Electricity, Fire or Sonic. The chosen element can now be substituted with any damage-dealing spell element on her spell list at will. The weaver my not change this choice once it has been chosen.
Also, the Weaver may add her wisdom modifier to ranged or melee touch attacks, instead of Str or Dex. She may select another element at 5th, 10th, 15th, and finally 20th level.
Weave (Su): Starting at 1st level, a Weaver can channel an element of her choice: Acid, Cold, Electricity, Fire or Sonic. The ability functions like a cleric channeling to cause damage. However; channeling the same energy against the same elemental subtype (channel fire against a creature with the fire subtype) it instead heals that amount of damage.
Otherwise, the ability functions the same as the cleric's channel energy ability and may be used with any feats, abilities, or effects that effect the cleric's ability. The weaver may freely choose between any elemental choice, changing the elemental type with each use. This ability still runs off of charisma, as standard cleric ability does.
If the weaver chose a specific item for her arcane bond, that is treated as her holy symbol; if she chose a familiar, the item used for channeling can be any weaving tool.
Arcane Reach (Ex): Starting at 2nd level, a Weaver can cast any touch attack as a ranged touch attack with a range increment of 10 ft.; Also, rays cast have range extended by 50% (to 45 ft.).
Starting at 10th level, weavers improve the range of all distance types (close, medium, and long) by 50%. This does not stack with metamagic feats that extend range.
This also affects familiars delivering touch spells, extending their reach as well.
Arcane Eye (Su): Starting at 2nd level, a Weaver begins to see magic without magical aid, as a Constant detect magic effect. At 6th level it improves into a constant Arcane Sight effect, then again to Greater Arcane Sight at 10th level.
Arcane Fist (Ex): Starting at 4th level, a Weaver gains Improved Unarmed Strike and Arcane Strike as bonus feats.
Spellbite (Ex): Starting at 6th level, a Weaver adds +1 to all DC’s of damage dealing spells of her spell list. This bonus increases to +2 at 12th level and finally +3 at 18th level.
Destructive Spell (Ex): Starting at 8th level, as a swift action and at the cost of one spell at the highest spell level able to cast, the Weaver may cause a spell cast to deal double elemental damage to one target. The Weaver makes a ranged touch attack against the target to confirm the damage. This is considered a critical hit for the purposes of feats, immunities, and abilities.
Weave Stance (Ex): Starting at 10th level, as a swift action, the Weaver no longer provokes AoO’s when casting spells when she goes through five unique styles, utilizing movements that show elements of different forms. a weaver must had chosen the corresponding affinity to use the stance.
......Earth (Acid):
Slow rocking stance that always strikes from a balanced position, using slower, power blows. +2 bonus on acrobatics checks to balance and a +2 bonus on sunder attempts.
At 15th level, gains +4 Natural Armor and DR 5/Adamantine.
......Water (Cold):
Graceful and evasive, this stance features movements mimicking water's slow flowing waves, then striking fast and hard as if solid. +2 bonus on bluff checks to feint and a +2 bonus on reposition attempts.
At 15th level, gains Water Walk or water breathing as a constant effect (swift action to switch between abilities).
......Flame (Fire):
Quick and aggressive, this style utilizes strong strikes meant to drive the foe away, like a volcano's eruption. +2 bonus on intimidate checks and a +2 bonus on bullrush attempts.
At 15th level, the weaver adds bonus fire damage to all attacks equal to 1d6+Cha modifier.
......Lightning (Electricity):
This style favors extremely fast strikes, grapples and leaps. jumping at a foe and latching like a bolt of electricity. +2 bonus on acrobatics checks to jump and a +2 bonus on grapple attempts.
At 15th level, +2 on attack rolls vs foe's wearing metal armor or made of metal.
......Resonance (Sonic):
Humming while preforming its sweeping powerful strikes that are meant to overwhelm and off balance as well as improve their pitch and rhythm for singing and dancing. +2 bonus on preform (all instruments, singing, oratory, and dancing) checks and a +2 bonus on trip attempts.
At 15th level, gains the use of a 1st level bardic performance ability 1+Cha/Day and immunity to sound based effects.
Spell Explosion (Su): Starting at 14th level, 1/Day as a move action, the Weaver may sacrifice two of the highest level spells able to be cast; the Weaver may triple the damage when using the destructive spell ability.
The Weaver takes recoil damage equal to half of the normal spell damage dealt, as if successfully saved against, no matter if it confirms or not. Evasion and Improved Evasion has no effect on this ability.
Weaver's Judgement (Su): Starting at 16th level, 1/Day as a full round action, the Weaver may attempt to apply a permanent antimagic effect on the target with a successful melee touch attack; however, after successfully using this ability, the weaver loses the ability to cast spells or channel energy until the next day or they have rested for a full 8 hours (rings of sustenance, or like abilities, do not work in reducing this). Arcane touch does not apply to this ability. This ability can only be removed with a successful wish or miracle spell.
Arcane Rebirth (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. The Weaver may cause spells to deal two types of elemental damage, the amount of each may be chosen at will. (a Weaver’s fireball might deal 12d6 damage, but 3d6 might be fire while the rest of the damage is cold)
Bonus Feats (Ex): the Weaver gains her choice of bonus feats as below or an item creation feat of her choice:
4th – Style Feat or Metamagic Feat
8th – Extra Channel or Improved Channel
12th – Elemental Fist (if you chose the style feat) or Elemental Focus (if you chose the metamagic or item creation feat)
16th – Quick Channel (if you chose the weaving tools for arcane bond) or Evolved Familiar (x2; if you chose a familiar)
20th – Critical Focus (Destructive Spell) or Touch of Serenity