crazedloon
2008-06-26, 12:49 PM
Well I have sort of fallen for the War Weaver as a basis for a Gish build. I realize it doesn't have the normal full BaB of most gish classes (or even a 3/4ths for that fact) heck the low hit die hurts to .... So why would I like this class at all?
Its rather simple actually the ability to buff not only yourself but your entire party in a single move action is rather spiffy for a character who needs to enter the fray asap but still have those buffs so he does not get squished.
Important feats/spells/classes:
Classes:
Base Class:
Battle Sorcerer:
Pros: Higher BaB, Higher HP , Spontaneous casting, More spells per day, weapon proficiency
Cons: Fewer Spells known, Slower spell progression
Wizard:
Pros: More spells Known, Faster spell progression, free Feat
Cons: low BaB, low HP
Prestige:
War Weaver:
Pros:Move action buff 4+ spells, Group effecting
Cons: Low BaB, Low Hp, lose one casting level
Abjurant Champion: (the staple)
Pros:Full BaB, High HP, Increase Ac, Full casting, Increase CL
Con: .... Ok really nothing for a Gish
Uncanny Trickster:
Pros:As the name implies you can trick your way into improving abilities of the war weaver, High skills
Cons:low BaB, moderate hp
Feats:
Extra spell: This is perhaps the most important feat to get. The extra spell grabbed is Divine power which gets rid of lack of BaB.
Prerequisite feats: For obvious reasons.
Arcane Disciple: Healing the group will appreciate your ability to use Magic wands of healing particularly when the whole party gets effected by one use.
I am still a little iffy about what other feats to grab so feel free to suggest some.
Spells:
1st:
enlarge person: Increase your combat prowess as well as any other melee character in the group with a single casting.
Ebon eyes:Allows your group to see in darkness including magical. Useful when combined with your own darkness spells to conceal alies and reduce Line of effect.
nerveskitter: +5 bonus to initiative to the entire party
shield: Ac bonus 4-9
2nd:
Ability enhancer X: All the +4 to an ability spells as they effect the entire group (therefor group dependent)
Dimension hop: Moves yourself and entire party into place for attack immediately reducing the effect losing your move action to cast the buffs.
See Invisible: Situational needed against pesky targets eg pixie
Snake's Swiftness:After moving all your allies into position allow them an immediate attack.
wraithstrike: You are a gish you want this :smallwink:
3rd:
heroism: +2 to saves and attack is strong particularly when given to entire party
protection from energy: can turn any hard situation into a walk in the park particularly good against elementals
haste: One casting entire party very nice and good to give you one extra attack an increased AC
Greater Mage Armor: a staple of the caster (only waste if time with it if you do not have access to Greater Luminous armor)
Spider skin:A good bonus to NA and hide check for the rogue
Nondetection:Useful to hide from prying eyes
4th:
Invisibility Greater:The party rogue will be your best friend and so will the party caster but you will benefit quite a bit as well
Divine Power:Must have and allows you to compete with the fighter
Greater Luminous armor: The whole group will appreciate the +8->+13 Ac but be careful about the Str Damage and make sure the party Cleric has a restoration spell prepared (fair trade for the ac bonus)
5th:
Greater Blink:For those encounters where invis is not enough
6th:
Antimagic field: Depending on your tactics (if you use a lot of magic or if you rely on physical items) this may be an encounter winner
true seeing: better then see invis and negates a bunch of the illusion school of magic (with a two level dip into uncanny trickster this can also effect your party)
7th:
IronGuard: Helps the whole group avoid some fights against other PC and NPC Melee characters
Sample "Builds"
battle sorcerer 7/ War Weaver 5/ Abjurant Champion 5/ Uncanny Trickster 3
CL:18 (20 post divine power)
BaB: +14 (+20 post divine power)
HP:8+6d8+5d4+5d10+3d6 (98+con)
AC: Dex + 13 + 9 + 5 (37+dex)
spells known: 8/4/4/3/3/3/2/2/1/1
spells per day:5/5/5/5/5/5/5/5/4/2
feats:Battle Casting,Enlarge spell,Extra spell(divine power), improved initiative +3 feats
Basic Strategy:
gain the first action
standard action divine power
swift action shield
move action activate weave moving party into flanking positions and allow an attack beat critter till dead...
Basic weave:
Enlarge person
Haste
Dimension hop
heroism
Snake's swiftness
Greater Blink
Feel free to critique my horrid class desicions
Its rather simple actually the ability to buff not only yourself but your entire party in a single move action is rather spiffy for a character who needs to enter the fray asap but still have those buffs so he does not get squished.
Important feats/spells/classes:
Classes:
Base Class:
Battle Sorcerer:
Pros: Higher BaB, Higher HP , Spontaneous casting, More spells per day, weapon proficiency
Cons: Fewer Spells known, Slower spell progression
Wizard:
Pros: More spells Known, Faster spell progression, free Feat
Cons: low BaB, low HP
Prestige:
War Weaver:
Pros:Move action buff 4+ spells, Group effecting
Cons: Low BaB, Low Hp, lose one casting level
Abjurant Champion: (the staple)
Pros:Full BaB, High HP, Increase Ac, Full casting, Increase CL
Con: .... Ok really nothing for a Gish
Uncanny Trickster:
Pros:As the name implies you can trick your way into improving abilities of the war weaver, High skills
Cons:low BaB, moderate hp
Feats:
Extra spell: This is perhaps the most important feat to get. The extra spell grabbed is Divine power which gets rid of lack of BaB.
Prerequisite feats: For obvious reasons.
Arcane Disciple: Healing the group will appreciate your ability to use Magic wands of healing particularly when the whole party gets effected by one use.
I am still a little iffy about what other feats to grab so feel free to suggest some.
Spells:
1st:
enlarge person: Increase your combat prowess as well as any other melee character in the group with a single casting.
Ebon eyes:Allows your group to see in darkness including magical. Useful when combined with your own darkness spells to conceal alies and reduce Line of effect.
nerveskitter: +5 bonus to initiative to the entire party
shield: Ac bonus 4-9
2nd:
Ability enhancer X: All the +4 to an ability spells as they effect the entire group (therefor group dependent)
Dimension hop: Moves yourself and entire party into place for attack immediately reducing the effect losing your move action to cast the buffs.
See Invisible: Situational needed against pesky targets eg pixie
Snake's Swiftness:After moving all your allies into position allow them an immediate attack.
wraithstrike: You are a gish you want this :smallwink:
3rd:
heroism: +2 to saves and attack is strong particularly when given to entire party
protection from energy: can turn any hard situation into a walk in the park particularly good against elementals
haste: One casting entire party very nice and good to give you one extra attack an increased AC
Greater Mage Armor: a staple of the caster (only waste if time with it if you do not have access to Greater Luminous armor)
Spider skin:A good bonus to NA and hide check for the rogue
Nondetection:Useful to hide from prying eyes
4th:
Invisibility Greater:The party rogue will be your best friend and so will the party caster but you will benefit quite a bit as well
Divine Power:Must have and allows you to compete with the fighter
Greater Luminous armor: The whole group will appreciate the +8->+13 Ac but be careful about the Str Damage and make sure the party Cleric has a restoration spell prepared (fair trade for the ac bonus)
5th:
Greater Blink:For those encounters where invis is not enough
6th:
Antimagic field: Depending on your tactics (if you use a lot of magic or if you rely on physical items) this may be an encounter winner
true seeing: better then see invis and negates a bunch of the illusion school of magic (with a two level dip into uncanny trickster this can also effect your party)
7th:
IronGuard: Helps the whole group avoid some fights against other PC and NPC Melee characters
Sample "Builds"
battle sorcerer 7/ War Weaver 5/ Abjurant Champion 5/ Uncanny Trickster 3
CL:18 (20 post divine power)
BaB: +14 (+20 post divine power)
HP:8+6d8+5d4+5d10+3d6 (98+con)
AC: Dex + 13 + 9 + 5 (37+dex)
spells known: 8/4/4/3/3/3/2/2/1/1
spells per day:5/5/5/5/5/5/5/5/4/2
feats:Battle Casting,Enlarge spell,Extra spell(divine power), improved initiative +3 feats
Basic Strategy:
gain the first action
standard action divine power
swift action shield
move action activate weave moving party into flanking positions and allow an attack beat critter till dead...
Basic weave:
Enlarge person
Haste
Dimension hop
heroism
Snake's swiftness
Greater Blink
Feel free to critique my horrid class desicions