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    Default Dweomer Master [New Core Class + 2 PrC's + Deverry Cycle D20]

    Dweomer Master
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    The Deverry Cycle is a series of fantasy novels, written by Katherine Kerr. They are great books, & heartily recommend them to anyone who enjoys Celtic-themed fantasy. The stories can be a bit bawdy at times, but they are well-written, with great dialogue, indelible characters, & engrossing plots that I find to be some the best modern fantasy available. Kerr easily ranks among the top fantasy authors, alongside such luminaries as Tolkien, Weis & Hickman, Pratchett, Howard, & Rowling.

    Arguably most notable among the many fascinating elements with the Deverry Cycle is the system of magic that certain characters learn to harness: the art of dweomercraft. The dweomer is a manifestation of the underlying forces that govern the universe, & those rare people who have discovered its secrets wield tremendous power & influence.


    Table of Contents
    Dweomer Master

    Natural Foci

    Prestige Classes

    World of Deverry
    • Physical Plane
    • Etheric Plane
    • Astral Plane
    • Other Planes

    Creatures of Deverry

    Design Notes

    Bonus Material: Astral Tides
    Last edited by Zeta Kai; 2008-11-07 at 08:59 PM. Reason: added title

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    Default Re: Dweomer Master [New Core Class + 2 PrC's + Deverry Cycle D20]

    I think you mean base class, not core class.

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    Default Re: Dweomer Master [New Core Class + 2 PrC's + Deverry Cycle D20]

    Dweomer Master
    Outside the physical & spiritual realms, in metaphysical terms, is an elementary layer of primal energy, a substratum of “dweomer” upon which everything in the universe is built. The many planes, the living things within them, the physical laws that govern them, even the very gods that rule them are merely sub-creations of this fundamental magical foundation.

    A few rare individuals have learned to harness the mighty primal forces of this most basic level of reality. These special being are known as dweomer masters, & their powers are the stuff of legends. Widely believed to be merely myth, the masters are all too real, & they are feared the multiverse over by those who even begin to understand the forces that they wield.

    The path of dweomer is not meant as a means to power, however. Guided by the Lords of Wyrd (AKA the Elemental Kings), the primordial entities that hold sway over even the mightiest of gods, dweomer masters tend to adopt a life of dedication to the betterment of all those around them. They usually seek to improve the lot of their fellow mortals & therefore move themselves along the path to eventual transcendence, becoming one of the Great Ones, the once-mortal spirits dedicated to the enlightenment of all beings.

    Some masters, though, reject the will of the Lord of Wyrd & instead seek to use the dweomer for their own selfish ends. The “dark dweomer”, as it is sometimes known, is a seductive force, but those who work to further its cause (& their own) at the expense of others risk their immortal souls in the process.

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    Default Re: Dweomer Master [New Core Class + 2 PrC's + Deverry Cycle D20]

    Adventures: Like other classes, dweomer masters are usually drawn into adventures for a number of reasons. Many attempt to pursue goals that further the cause of the Lords of Wyrd. Some attempt to conduct research into the nature of dweomer, meditating for long periods or traveling to forgotten ruins famed for their lost lore. Others explore remote lands, seeking to improve their abilities & test their powers by honing them in battle. Still others endeavor to gather power unto them selves, perverting the dweomer into a dark & deadly force.

    Characteristics: Dweomer masters tend to be a pensive lot, calmly contemplating each new problem or new situation as it arrives. They prefer to calmly assess the current scenario, weigh the cost & benefits of each course of action, & develop a deliberate response. If at all possible, many masters would opt to quietly observe events unfolding from a distance through their scrying, acting only when it becomes necessary to do so. Often, however, their lives do not afford them the luxury of pondering strategies, in which case they usually are forced to rely on their dweomer talents to save the day.

    They deal with their unique talents (& the reactions many common folk have toward their talents) in different ways. Some are placid & serene, in tune with the world around them. Others feel lonely & isolated from others who fear the power that dweomer. Some have bitter, taking the first few steps towards the dark dweomer. Still others are pious, driven to better themselves & others, hoping to become Great Ones themselves.

    Alignment: With a predilection for harmony & order, dweomer masters are never chaotic. They may lean toward either good or evil, but truly chaotic souls cannot understand the sublime order of the fundamental reality that is known as the dweomer. Chaotically-aligned beings that learn the dweomercraft are usually driven mad by the knowledge.

    Religion: Dweomer masters tend not to worship the standard deities. As they understand it, the gods are merely manifestations of the Lords of Wyrd, given a specific aspect by the worship of mortals. As such, they hold no real power in the minds of most masters, compared to the Lords of Wyrd themselves.

    However, most dweomer masters also realize the other people do hold these gods in high esteem. These deities also contain a great deal of dweomer within them, so it is not uncommon to find masters who respect or even venerate these divine beings. A worshipping master tends to gravitate towards one deity or another, depending on the local faiths &/or personal preference. Listed below are the known gods of the world of Deverry, together with their equivalents in Celtic mythology & the D&D pantheon.
    • Agwen, patron god of bards; from the Celtic god Abhean; analogous to Olidammara
    • Aranrhodda, goddess of witchcraft; from the Celtic goddess Arianrhod; analogous to Wee Jas
    • Bel, god of the sun & of law, king of the gods; from the Celtic god Belenus; analogous to Pelor
    • Epona, goddess of horses; from the Celtic goddess Epona; analogous to Ehlonna
    • Goddess of the Moon, goddess of harvest, love, motherhood, & destruction; from the Celtic Goddess of the Moon; no D&D analogue
    • Kerun, god of nature; from the Celtic god Cernunnos; analogous to Obad-Hai
    • Lord of Hell, god of death; from the Celtic gods Arawn or Pwyll; analogous to Nerull
    • Lugh, god of war; from the Celtic god Lugus; analogous to Heironeous
    • Mannanan, god of the sea; from the Celtic god Manannan mac Lir; no D&D analogue
    • Nwdd, god of trade & commerce; from the Celtic god Nodens; analogous to Fharlanghn
    • Sirona, goddess; no known Celtic or D&D analogues
    • Tarn, god of weather & storms; from the Celtic god Taranis; no D&D analogue
    • Wmm, god of knowledge & learning; from the Celtic god Ogmios; analogous to Boccob

    Background: The ability to manipulate the dweomer lies within many people, but the talent often lies dormant, as few know of its existence, let alone the secrets of how to use it. A dweomer-adept must be trained & taught properly; otherwise, the energies unleashed could have dire consequences.

    A dweomer master usually happens across a young pupil by sheer chance, although the masters know that the Lords of Wyrds have a way of shaping the fates of all. Masters often assume the disguise of a simply herbman, & approach the parents or guardians of the gifted youth with an offer of apprenticeship. Adopted as a ward, the novice is typically educated & rigorously trained in the arts of the dweomer for years, until such time as they have shown that they are truly masters of the dweomer.

    Races: Dweomer talents are found among virtually all races, but some take to it more easily than others. Humans, Elves, Half-Elves & Illumians are the most commonly seen dweomer masters. Dwarf, Gnome, Halfling & Raptoran masters are less often encountered. Orcs, Half-Orcs, Goliaths & Oaves are rather rare among the masters’ ranks. Non-humanoid (or monstrous humanoid) masters are virtually unheard of. Generally speaking, if a race leans more towards law than chaos, masters appear from among their ranks more readily than in those races where the opposite is true, barring certain exceptions.

    Other Classes: Dweomer masters generally have a hard time getting along with classes that harness other forms of magic. Spellcasters in general look warily upon those with a talent for dweomercraft; arcane classes distrust them because they see dweomer as a form of magic that they do not understand, & divine classes find quarrel with the masters’ beliefs, namely that the gods are no more than mere foci of mortal worship, pale shadows compared to the Lords of Wyrd.

    Because of the unease of spellcasters, dweomer masters tend to gravitate towards those class who do not use spells, such as fighters, rogues, barbarians, & the NPC class (except adepts). These non-magical classes do not have any prejudice towards dweomer, & actually appreciate the unique talents of the masters. Masters get along especially well with monks, in particular, as they both lean toward the lawful end of the alignment spectrum.
    Last edited by Zeta Kai; 2008-10-23 at 10:25 PM.

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    Default Re: Dweomer Master [New Core Class + 2 PrC's + Deverry Cycle D20]

    Game Rule Information
    Dweomer Masters have the following game statistics:

    Abilities: Every ability score is useful to a dweomer master, with the exception of Strength. Wisdom determines well the dweomer master does on Spot checks, as well as aids ensorcellment attempts & prolongs the amount of time one can activate the Scion of Wyrd ability. A good Intelligence score is needed for Spellcraft checks, which are used in creating astral seals, enchanting objects, plane shifting while projecting one’s spirit, & enacting certain glamours.

    Constitution governs not only his hit points, but also how well a dweomer master can resist being disturbed while meditating, how well he can use his Second Sight & Soul Sense, & how long he can project his spirit. Dexterity is always beneficial, especially for a class that has relatively low hit points & usually wears light or no armor. A good Charisma can aid with Diplomacy checks when commanding Wildfolk, as well as enacting most glamours & invoking spirits.

    Alignment: Any non-chaotic (LG, LN, LE, NG, N, or NE).

    Hit Die: d4.

    Class Skills: The Dweomer Master’s class skills (& the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int) & Spot (Wis).

    Skill Points at 1st Level: (4 + Int modifier) × 4.

    Skill Points at Each Additional Level: 4 + Int modifier.
    Last edited by Zeta Kai; 2008-04-24 at 08:06 AM. Reason: fixed skills

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    Default Re: Dweomer Master [New Core Class + 2 PrC's + Deverry Cycle D20]

    Starting Packages
    Human Dweomer Master Starting Package
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    • Race: Human
    • Armor: none, speed 30’
    • Weapons: Quarterstaff (1d6, 20/×2, 4lbs, large size, bludgeoning), Light Crossbow (1d8, 19-20/×2, 80’ range increment, medium size, 6lbs, piercing)
    • Skill Selection: pick a number of skills equal to 5 + Intelligence modifier
    • Feat: Toughness
    • Bonus Feat: Skill Focus (Spellcraft)
    • Gear: traveler’s outfit, backpack, waterskin, trail rations, bedroll, sack, healer’s kit, hempen rope, crossbow bolt case, flint & steel kit
    • Gold: 3d6gp (9gp)


    Alternative Dweomer Master Starting Package
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    The same as a human dweomer master, with the following exceptions:
    • Race: Elf, Half-Elf, Raptoran or Illumian
    • Skill Selection: pick a number of skills equal to 4 + Intelligence modifier
    • Feat: Toughness / Skill Focus (Diplomacy)
    • Bonus Feat: none
    • Gold: 3d8gp (12gp)


    Alternative Dweomer Master Starting Package
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    The same as a human dweomer master, with the following exceptions:
    • Race: Dwarf, Gnome, or Halfling
    • Armor: none, speed 20’
    • Weapons: Morningstar (1d8, 20/×2, 8lbs, medium size, bludgeoning/piercing), Shortbow (1d6, 20/×3, 60’ range increment, medium size, 2lbs, piercing)
    • Skill Selection: pick a number of skills equal to 4 + Intelligence modifier
    • Bonus Feat: none
    • Gold: 3d8gp (12gp)


    Alternative Dweomer Master Starting Package
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    The same as a human dweomer master, with the following exceptions:
    • Race: Half-Orc, Goliath, or Oaf
    • Weapons: Greatclub (1d10, 20/×2, 10lbs, medium size, bludgeoning), Longbow (1d8, 20/×3, 100’ range increment, large size, 3lbs, piercing)
    • Skill Selection: pick a number of skills equal to 4 + Intelligence modifier
    • Bonus Feat: none
    • Gold: 3d4gp (7gp)


    Variant: Random Starting Gold (equipment not included)
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    • Human: 3d6 ×10gp (90gp)
    • Elf, Half-Elf, Raptoran, Illumian, Dwarf, Gnome, or Halfling: 3d8 × 10gp (120gp)
    • Half-Orc, Goliath, or Oaf: 3d4 × 10gp (70gp)
    Last edited by Zeta Kai; 2008-10-23 at 10:31 PM. Reason: fixed skills

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    Default Re: Dweomer Master [New Core Class + 2 PrC's + Deverry Cycle D20]

    Table 1-1: The Dweomer Master
    {table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special
    1st|+0|+0|+0|+2|Scry
    2nd|+1|+0|+0|+3|Dweomer Warning
    3rd|+1|+1|+1|+3|Commune
    4th|+2|+1|+1|+4|Second Sight
    5th|+2|+1|+1|+4|Soul Sense
    6th|+3|+2|+2|+5|Command Wildfolk
    7th|+3|+2|+2|+5|Wyrd of Luck (+2)
    8th|+4|+2|+2|+6|Glamour, Lesser
    9th|+4|+3|+3|+6|Sunder
    10th|+5|+3|+3|+7|Ensorcel
    11th|+5|+3|+3|+7|Wyrd Oath
    12th|+6/+1|+4|+4|+8|Wyrd of Luck (+4)
    13th|+6/+1|+4|+4|+8|Glamour, Greater
    14th|+7/+2|+4|+4|+9|Enchant Object
    15th|+7/+2|+5|+5|+9|Astral Seal
    16th|+8/+3|+5|+5|+10|Invocation, Advice
    17th|+8/+3|+5|+5|+10|Wyrd of Luck (+8)
    18th|+9/+4|+6|+6|+11|Spirit Projection
    19th|+9/+4|+6|+6|+11|Invocation, Aid
    20th|+10/+5|+6|+6|+12|Scion of Wyrd[/table]
    Last edited by Zeta Kai; 2008-10-23 at 09:55 PM.

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    Default Re: Dweomer Master [New Core Class + 2 PrC's + Deverry Cycle D20]

    Class Features
    All of the following are class features of the dweomer master. See level progression on Table 1-1: The Dweomer Master for more information.

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    Weapon & Armor Proficiency: Dweomer masters are proficient with all simple weapons. They are not proficient with any type of armor, or with shields. Armor of any type interferes with a master’s dweomercraft, so masters cannot use any class features while wearing it. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, & Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor & equipment carried.

    Scry (Sp): At 1st level, a dweomer master can view people & their immediate surroundings from any distance. A master can only scry upon a single person that he has previously met in the flesh at a time. A master must meditate while staring at a natural focus (see Natural Foci) the entire time he is scrying, taking no other actions, & must succeed a Concentration check each time he is disturbed (DC15 + 1 for each additional disturbance). A master can see the area around the person he is attempting to scry upon, out to a radial distance from the target of 5’ per class level. Large bodies of water interfere with scrying, so the person being scryed must be on the same land mass, & must be on the same plane. The master can only see the target & the surrounding area, & thus cannot hear, smell, or use other senses, nor can he communicate with the target or others in the area in any way.

    Dweomer Warning (Su): At 2nd level, a dweomer master receives premonitions of danger, which is often described as a sensation of intense cold running down the back. Once per day, a master gets a warning of impending danger or harm. In addition, the spell gives you a general idea of what action you might take to best protect yourself, as well as giving him a +2 insight bonus to Reflex saves, Listen checks & Spot checks for 1 minute per class level.

    Commune (Sp): At 3rd level, a dweomer master can use his scrying talents to communicate with the target of his scrying. Like normal scrying, a master can only commune with a single person that he has previously met in the flesh at a time. A master must meditate while staring at a natural focus (see Natural Foci) the entire time he is communing, taking no other actions, & must succeed a Concentration check each time he is disturbed (DC15 + 1 for each additional disturbance). Large bodies of water interfere with communing, so the person a master is communing with must be on the same land mass, & must be on the same plane. Unlike normal scrying, however, the master can “converse” with the target using a mental link, communicating via a form of psychic “speech”. The target must succeed a Spot check (DC15) to notice the master’s attempt, & must concede to converse with the master, as they are not forced or compelled to do so. Also, a master cannot see the area around the person he is communing with, as the focal point is centered entirely upon the target.

    Second Sight (Su): At 4th level, once a day per class level, a dweomer master can see all things as they actually are, as per the True Seeing spell. For 1 minute, on a successful Concentration check (DC20), a master can see through normal & magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally (including Wildfolk), see through illusions, & see the true form of polymorphed, changed, or transmuted things. Further, the master can focus his vision to see into the Ethereal Plane (Concentration check, DC25) or the Astral Plane (Concentration check, DC30). The range of Second Sight conferred is 120’. Second Sight, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. Second Sight does not help the viewer see through mundane disguises, spot creatures that are simply hiding, or notice secret doors hidden by mundane means. In addition, Second Sight cannot be combined with other dweomer powers, so one cannot use it while scrying, for instance.

    Soul Sense (Su): At 5th level, a dweomer master can peer into a person’s soul, revealing their inner nature. As a standard action, a master can examine a person or creature (Concentration check, DC15 + the target’s CR), learning their alignment, their level, & whether or not they have magical talent or magical items. This ability can also reveal the identity of a target’s past lives (if any), but only if the master had met them in their past life. The target must be within 15’ of the master, & must be conscious for this ability to function.

    Command Wildfolk (Sp): At 6th level, a dweomer master can use his power to compel the Wildfolk to do his bidding. On a successful Diplomacy check (DC15 + the target’s CR), the master can give a Wildfolk a single command (as a full-round action), which it obeys to the best of its ability at its earliest opportunity. Wildfolk can be commanded to send messages, attack or defend others, manipulate the elements, light fires, create lights, move objects, control the wind & weather, etc. This ability can be used once a day per class level. If the Master is in a campaign without Wildfolk, this ability can be used on any [Fey]-type creature instead.

    Wyrd of Luck (Su): At 7th level, a dweomer master gains the attention of the Lords of Wyrd (AKA the Elemental Kings) as a potent worker of the fundamental forces of the universe. In recognition of this might, the Lords of Wyrd bestow upon him a protective aura. Once a day per class level, a master can apply a +2 luck bonus to any one saving throw as an immediate action. At 12th level, this bonus increases to +4, & at 17th level, this bonus increases to +8.

    Glamour, Lesser (Sp): At 8th level, a dweomer master can disguise an object or person as something or someone else. On a successful Disguise check (DC25 + the object/creature’s grapple modifier), a master can change the appearance of an object or creature to his liking, within certain limits. A master cannot alter the apparent size of the target, nor can he make an object look like a creature, or vice versa. A master cannot modify the target’s statistics; only its perception by viewers is adjusted. This ability does not require the master to concentrate upon the disguise to maintain it, but it takes 1d4+1 full-round actions to enact. This ability’s effects last for 1 hour per class level.

    Sunder (Sp): At 9th level, a dweomer master can break objects using his power. An invisible missile of magical energy darts forth from his fingertip & strikes its target, dealing 1d6 points of force damage per class level. This blast ignores an object’s hardness. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Only inanimate objects are damaged by this ability; creatures are unaffected. If the object is currently worn or carried by a creature, they are allowed a Reflex save (DC15 + the master’s class level) to avoid this sundering. This blast has a range of 30’, & can be used up to once a day per class level.

    Ensorcel (Sp): At 10th level, a dweomer master can hypnotize a person or creature by directly manipulating their aura. The target must be within 15’ of the master, & they are allowed a Will save (DC10 + the master’s class level + the master’s Wisdom modifier) to resist. A master can ensorcel others a number of times per day equal to ½ his class level (rounded down). A target can only be ensorcelled with one effect at a time, & changing the effect on a target counts as an additional use of ensorcellment. Unless stated otherwise, an ensorcellment attempt is a full-round action. A master can use ensorcellment to achieve a number of effects:
    • Charm: If the target fails their saving throw, they regard the master as their trusted friend & ally (treat the target’s attitude as friendly). If the target is currently being threatened or attacked by the master or his allies, however, it receives a +5 bonus on its saving throw. This effect does not enable the master to control the target as if it was an automaton, but it perceives his words & actions in the most favorable way. The master can try to give the target orders, but he must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do (retries are not allowed). The target never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by the master or his apparent allies that threatens the target breaks the effect. The master must speak the target’s language to communicate his requests, or else be good at pantomiming. This effect lasts for 1 hour per class level.
    • Confuse: If the target fails their saving throw, the master can muddle their thoughts. The target acts as if they were under the effect of a confusion spell for 2d6+8 rounds.
    • Dominate: If the target fails their saving throw, the master can control their actions. If they both have a common language, the master can generally force the target to perform as he desires, within the limits of its abilities. If no common language exists, the master can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” Once the master has given the target a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). This effect lasts for 1 hour per class level.
    • Forget: If the target fails their saving throw, their memories of an event that they experienced are permanently negated. This event can be no more than an hour in length. The lack of a negated memory does not necessarily affect the target’s actions; it simply removes the facts of that event (along with any information learned during the event) from the target’s worldview, as if it had never happened. This effect cannot negate the effects of charm, geas/quest, suggestion, or similar spells.
    • Remember: If the target fails their saving throw, they are made to permanently remember an event that they never experienced. This event can be no more than an hour in length. The implanted memory does not necessarily affect the target’s actions; it simply adds the facts of that event (along with any information learned during the event) to the target’s worldview, as if it had really happened. This effect cannot negate the effects of charm, geas/quest, suggestion, or similar spells.
    • Stun: If the target fails their saving throw, they are stunned for 1d6+4 rounds. They drop anything that they are holding, cannot take any actions, take a -2 penalty to their AC, & lose their Dexterity bonus to AC (if any). This effect wears off immediately if the target is wounded in any way (any lethal or non-lethal damage).
    • Suggest: If the target fails their saving throw, the master can influence their actions by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the target to do some obviously harmful act automatically negates the effect. The suggested course of activity can continue for the entire duration, which is 1 hour per class level. If the suggested activity can be completed in a shorter time, the effect ends when the target finishes what it was asked to do. A master can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the duration expires, the activity is not performed. An especially reasonable suggestion causes the Will save to be made with a penalty (such as -1 or -2).

    Wyrd Oath (Su): At 11th level, a dweomer master can make a solemn vow to the Lords of Wyrd, in exchange for their divine favor. A master is not forced to take any of these oaths; if he opts not to take any of them, however, he gains no benefits from this class feature, & it is treated as a dead level until he does decide to take an oath. If a master is compelled to take an action that would violate his oath via some magical enchantment, he gets a Will save to resist (DC15 + the spell level of the enchantment). The various known oaths (& the benefits that they confer) are as follows:
    • Oath of Chastity: The master pledges to never engage in physical expressions of love (hugging is permitted, but not kissing or anything more intense), & to foreswear any romantic relationships of any sort. This confers the benefit of a +8 sacred bonus to any one of the master’s skill checks, usable 3 times a day as an immediate action. If the master violates this vow (by having non-platonic relations), then he loses all benefits of this vow for 3d6+12 days, & must have a cleric successfully cast an atonement spell on him.
    • Oath of Honesty: The master pledges to never tell a lie, speak the absolute truth at all time. The only way that a master can avoid answering a question honestly is by refusing to answer a question entirely. This confers the benefit of a +8 sacred bonus to any one of the master’s saving throws, usable 3 times a day as an immediate action. If the master violates this vow (by telling a lie), then he loses all benefits of this vow for 1d4+3 days.
    • Oath of Justice: The master pledges to never rest until a great wrong has been put right. This confers the benefit of living past one’s maximum age. This does not alter or negate any ability score adjustments caused by old age. This does, however, provide a +5 sacred bonus to the master’s Fortitude saves to resist diseases, poisons, & negative levels from energy drains. If the master violates this vow (by not working towards quickly righting his chosen wrong, DM’s discretion), then he loses all benefits of this vow until he resumes his attempts to right his wrong; in addition, the master must make a Fortitude save each day that he ignores his vow or die (DC15, +1 for each day he hasn’t resumed his efforts).
    • Oath of Poverty: The master pledges to always be impoverished, & to give what fortune comes his way to charity. The master may possess no more than 25GP worth of coin, items, or gear per class level; artifacts (as they are essentially priceless) are permitted, but other magical items are almost entirely beyond this strict limit. This confers the benefit of a sacred bonus to the master’s AC & BAB equal to ½ his class level (rounded down). If the master violates this vow (by owning more money or equipment than he is allowed), then he loses all benefits of this vow until he gives his excess wealth to charity & has a cleric successfully cast an atonement spell on him.

    Glamour, Greater (Sp): At 13th level, a dweomer master can change the nature of an object or person in subtle but profound ways. On a successful Disguise check (DC30 + the object/creature’s grapple modifier), a master can hide an object or creature from sight, rendering them virtually invisible. A creature must succeed a Spot check (DC = master’s Disguise check) to pierce this veil. In addition, a master can do the opposite, making an object or creature conspicuous to a viewer. On a successful Spellcraft check (DC25 + the object/creature’s grapple modifier), a master can make the target seem more appealing (viewer’s attitude automatically 1 step more friendly) or more abhorrent (viewer’s attitude automatically 1 step more hostile). This ability does not require the master to concentrate upon the disguise to maintain it, but it takes 1d4+1 full-round actions to enact. This ability’s effects last for 1 hour per class level.

    Enchant Object (Sp): At 14th level, a dweomer master can create magical items as if he were a standard spellcaster. In order to create a magical item, a master must have the appropriate item creation feat. The master must also spend the full amount of XP in order to enchant the item (as well as the full creation time), & must use all of the required materials. Unlike normal spellcasters, however, a master does not need to know the proper spell to craft a magic item. Instead, the master must make a successful Spellcraft check (DC20 + the minimum caster level required to make that item) immediately following the construction process; failure indicates that the magic item is flawed (75% destroyed, 25% cursed, DM rolls secretly) & that all materials, time & XP used on the item are spent. The master himself is considered to have a caster level equal to a wizard of equal level.

    Astral Seal (Sp): At 15th level, a dweomer master can perform a complex ritual to create of an “astral seal,” a metaphysical barrier which protects an area from intrusion by other dweomer masters. The ritual takes 10 minutes to complete, after which the master must make a successful Spellcraft check (DC20) in order to complete the seal; failure indicates that the seal is fundamentally flawed & must be rebuilt from scratch. This ritual requires a natural focus (see Natural Foci). An astral seal blocks all attempts at scrying for things within it, & completely prevents other dweomer masters from entering the warded area in a body of light, even through the higher planes. An astral seal lasts until the next astral tide sweeps over the land (see Bonus Material: Astral Tides; for campaign worlds that do not use astral tides, use 1d4+1 hours instead). A master can create an astral seal with a radial width of 10’ per class level.

    Invocation, Advice (Sp): At 16th level, a dweomer master can perform a complex ritual to invoke a powerful spirit such as one of the Lords of Wyrd or one of the Great Ones for the purpose of asking it for advice. The ritual takes 10 minutes to complete, after which the master must make a successful Diplomacy check (DC20) in order to contact the spirit; failure indicates that the spirit does not respond or was not properly contacted & the ritual was wasted. This ritual requires a natural focus (see Natural Foci, below). The spirit will truthfully answer 1d4 questions, although their answers are almost always cryptic or vague, & often take the form of a riddle or a puzzling rhyme (see Table 1-2: Invocation Answers, below). The same question can only be asked once by a master; repeating a question garners no response from the spirit. This ritual can only be performed once per week; no additional attempts will be successful.

    Spirit Projection (Sp): At 18th level, a dweomer master can create a “body of light” from electromagnetic force & use it as a vehicle for his consciousness; allowing him to travel on the higher planes. A master must enter a meditative trance, taking no other actions, & must succeed a Concentration check each time he is disturbed (DC15 + 1 for each additional disturbance). The body of light is joined to the physical body by a silver cord, which passes energy back and forth between the physical & spiritual bodies, even across planar boundaries; should the cord break, the master will die. While projecting, a master must avoid large bodies of water because of powerful elemental energies emitted by them that would rip the etheric double apart. A master can stay in this body of light for a number of hours equal to his Constitution bonus (minimum 1). While in a body of light, a master can travel to any other plane with a successful Spellcraft check (DC18). A master cannot take objects or creatures with him when he projects his spirit into another plane. A master can only project his spirit once per day, & his physical body is helpless while he is doing so. See Body of Light below for statistics.

    Invocation, Aid (Sp): At 19th level, a dweomer master can perform a complex ritual to invoke a powerful spirit such as one of the Lords of Wyrd or one of the Great Ones for the purpose of asking it for aid. The ritual takes 10 minutes to complete, after which the master must make a successful Diplomacy check (DC25) in order to contact the spirit; failure indicates that the spirit does not respond or was not properly contacted & the ritual was wasted. This ritual requires a natural focus (see Natural Foci, below). The spirit will send 1d3 elementals or 1d3 outsiders to serve as the master’s allies. The creatures will be off the same alignment as the master, & will have no more than 18 HD combined. The master may ask the creatures to perform one task; tasks might range from the simple to the complex. The master must be able to communicate with the creatures called in order to bargain for their services. They are not compelled to comply, but they will friendly toward the master (& his allies, if any). If asked to perform a hazardous task (such as engage in combat with the master’s enemies), then the creatures will be one step less friendly with the master. The creatures will remain to assist for 24 hours, or until their task is complete, whichever comes first. This ritual can only be performed once per week; no additional attempts will be successful.

    Scion of Wyrd (Su): At 20th level, a dweomer master has become as close as a living being can to being one of the Great Ones, the once-mortal spirits dedicated to the enlightenment of all beings. Once a day, a master can transcend his physical form to temporarily become a mighty creature of spirit. While in this form, non-magical weapons have no effect; in addition the master gains Spell Resistance +10, Fast Healing 5, a Fly speed equal to his walk speed (poor maneuverability), & a +5 sacred bonus to his BAB. A master attacking in this form adds 1d8 electricty damage to any successful unarmed or melee strikes. His type is [Outsider] while in this form, but any subtype he has remains the same. This transformation lasts a number of rounds equal to the master’s current Wisdom score.
    Last edited by Zeta Kai; 2008-10-23 at 10:48 PM.

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    Default Re: Dweomer Master [New Core Class + 2 PrC's + Deverry Cycle D20]

    Table 1-2: Invocation Answers
    {table=head]D%|Response
    01-10|cryptic riddle
    11-20|vague riddle
    21-30|simple riddle
    31-40|cryptic rhyme
    41-50|vague rhyme
    51-60|puzzling rhyme
    61-75|cryptic statement
    76-90|vague statement
    91-00|straightforward statement[/table]
    Last edited by Zeta Kai; 2008-10-23 at 09:56 PM.

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    Default Re: Dweomer Master [New Core Class + 2 PrC's + Deverry Cycle D20]

    Natural Foci
    Dweomer masters are deeply tied to nature & the natural world. As such, many of their powers require them to meditate while focusing on a natural phenomenon. A sunny sky, a rushing river, an active volcano, a sandstorm, an ocean vista, a burning campfire, or a starry night, all are great focal points for a master’s meditations. Even a simple candle or a tiny trickle of water can be used in a pinch. Any dynamic natural process is sufficient to center a master’s thoughts. Only in truly rare circumstances should a master be without access to a natural focus of some sort (such as in a windowless prison cell lacking torches or running water).
    Last edited by Zeta Kai; 2008-04-11 at 11:05 PM.

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    Default Re: Dweomer Master [New Core Class + 2 PrC's + Deverry Cycle D20]

    Prestige Classes
    The following are prestige classes that dweomer masters can aspire to. In addition to these exclusive choices, they may attempt to adopt any prestige class that is not automatically prohibited. They may not, however, use their dweomer talents to qualify for any class that has spellcasting as a prerequisite, as they are too mechanically different.

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    Default Re: Dweomer Master [New Core Class + 2 PrC's + Deverry Cycle D20]

    Dark Dweomer Lord
    Not all who have been trained in the dweomercraft are pure of heart. Some dweomer masters have dark, selfish souls. Rather than dedicate their lives to selfless charity & enlightenment, these masters seek to gain power for themselves, crafting schemes that further their greedy agendas. They are known to perform foul, bloody rituals that are unsettlingly similar to necromantic arts. Without a shred of empathy or remorse, these ruthless masters are known as Dark Dweomer Lords.

    Requirements
    Alignment: any evil (LE, NE, or CE)
    BAB: +5
    Special: must have the Ensorcel class feature

    Fastest Route: Dwm 10

    Class Information

    Hit Die:
    d4

    Class Skills: The Dark Dweomer Lord’s class skills (& the key ability for each skill) are Alchemy (Int), Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), & Use Rope (Dex).

    Skill Points at Each Level: 6 + Int modifier.

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    Default Re: Dweomer Master [New Core Class + 2 PrC's + Deverry Cycle D20]

    Table 2-1: The Dark Dweomer Lord
    {table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special
    1st|+1|+0|+0|+2|Sneak Attack +1d6
    2nd|+2|+0|+0|+3|Suffusion of Spirits
    3rd|+3|+1|+1|+3|Ritual of Pain, Sneak Attack +2d6
    4th|+4|+1|+1|+4|Life Extension
    5th|+5|+1|+1|+4|Binding of Spirits, Sneak Attack +3d6
    6th|+6/+1|+2|+2|+5|Possession
    7th|+7/+2|+2|+2|+5|Scion of Darkness, Sneak Attack +4d6[/table]
    Last edited by Zeta Kai; 2008-10-23 at 10:00 PM. Reason: table coding

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    Class Features
    All of the following are class features of the Dark Dweomer Lord. See level progression on Table 2-1: The Dark Dweomer Lord for more information.

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    Weapon & Armor Proficiency: You gain no proficiency with any weapon or armor.

    Sneak Attack: At 1st level, a dark dweomer lord can catch an opponent when they are unable to defend themselves effectively from his attack, & can strike a vital spot for extra damage (+1d6). This functions exactly like a rogue’s Sneak Attack feature. At 3rd level, this extra damage increases to 2d6. At 5th level, this extra damage increases to 3d6. At 7th level, this extra damage increases to 4d6.

    Suffusion of Spirits (Sp): At 2nd level, a dark dweomer lord can perform a ritual that animates a corpse to do his bidding. The ritual takes 10 minutes to complete (it cannot be interrupted), after which the lord must make a successful Spellcraft check (DC15 + the HD of the corpse) in order to bind the spirit of a Wildfolk into the corpse, thereby animating it. The body needs to have been dead for no more than 24 hours, must be mostly intact, & must be that of a creature of the [Aberration], [Animal], [Giant], [Humanoid], [Magical Beast], or [Monstrous Humanoid] types. The undead can follow the lord, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed; a destroyed zombie cannot be animated again. A lord can animate only 1 corpse per ritual, & the ritual can only be done once a day per class level. The undead a lord creates remain under his control indefinitely. No matter how many times a lord uses this spell, however, he can control only 4 HD worth of undead creatures per class level (if a lord exceeds this number, newly created zombies fall under his control, but zombies from previous castings are released in the order they were created until the HD fall within the permitted limits). The cost of the ritual in materials is 10GP × the final DC of the Spellcraft check, & the lord must have a Wildfolk willing to inhabit the body (a commanded Wildfolk is sufficient for this purpose). The statistics for a zombie can be determined by taking the stats for the body’s living form & applying the Zombie template (from the Monster Manual), plus adding the following special qualities:
    • Putrescent (Ex): A zombie is a foul and rotting carcass brought to sick semblance of life. It is impossible to disguise them as anything else, and they are easy to track or locate due to their stupidity and clumsiness. Any attempt to use the Track feat against zombies gains a +10 circumstance bonus. Everyone within 5’ needs to make a Fortitude save (DC10 + 1 per HD) or become sickened.
    • Rotting (Ex): Zombies always have an expiration date. The more damaged the revived carcass the more quickly it will disintegrate. Zombies only last for a few months at most. The statistics of the zombie in the SRD reflect the freshly revived. A zombie loses 1HD for every 2 weeks of existence. Once they reach 0HD, they collapse into a useless pile of rotten flesh.

    Rituals of Pain (Sp): At 3rd level, a dark dweomer lord can perform a ritual that enacts any number of vile effects. The ritual takes 10 minutes to complete (it cannot be interrupted), after which the lord must make a successful Spellcraft check (DC depends on desired effect; see below) in order to achieve the intended effect. The cost of the ritual in materials is 10GP × the final DC of the Spellcraft check. The various known uses for the ritual are as follows:
    • Relieve: A lord can negate a creature’s pain, removing any current impairment from pain effects. If the ritual is successful (DC20), all of the creature’s current pain effects (such as from other pain rituals or other debilitating conditions such as the speed reduction from caltrop wounds) are negated, but this has no bearing on any future pain effects that the creature may gain. The creature must be present during the ritual for it to be effective.
    • Sting: A lord can enchant a weapon to inflict great pain upon a creature hit with it. If the ritual is successful (DC22), the weapon gains the Wounding special ability (deals 1 point of Constitution damage from blood loss when it hits a creature) for 1 hour per class level. The weapon must be of at least masterwork quality.
    • Aggravate: A lord can exacerbate pain effects, making them much worse. If the ritual is successful (DC22), the targeted creature takes double damage from all pain effects for the next 24 hours; this includes lethal, non-lethal, & ability damage. Pain effects that were already active when this was cast (which have already dealt their lethal & non-lethal damage) only double the ability damage. The creature must be present during the ritual for it to be effective.
    • Suffer: A lord can inflict great agony on a creature from far away. If the ritual is successful (DC22 + the creature’s HD), the creature instantly takes 1d6 lethal damage & 1d6 non-lethal damage. They also take1d6 temporary Dexterity damage, & must make a successful Will save (DC22) or be shaken; these effects last for 1d6 minutes, plus 1 minute per class level. In addition, the creature must make a successful Concentration check (DC22) each time it wishes to cast spells during this time; failure indicates that the spell was lost. Large bodies of water interfere with ritual’s effectiveness, so the creature must be on the same land mass, & must be on the same plane. Remove Curse will not remove the infirmity; Greater Restoration, Heal, Limited Wish, Miracle, or Wish can restore the creature.
    • Numb: A lord can stop a creature from feeling any pain. If the ritual is successful (DC25), all of the creature’s current pain effects (such as from other pain rituals or other debilitating conditions such as the speed reduction from caltrop wounds) are negated, & the creature becomes immune to all pain effects for 24 hours. The creature must be present during the ritual for it to be effective.
    • Cripple: A lord can debilitate a creature with pain, hindering their movement. If the ritual is successful (DC25 + the creature’s HD), the creature instantly takes 1d8 lethal damage & 1d8 non-lethal damage. They also cannot move faster than ½ their speed, & cannot run or charge; these effects last for 1d6 minutes, plus 1 minute per class level. In addition, the creature must make a successful Concentration check (DC25) each time it wishes to cast spells during this time; failure indicates that the spell was lost. Remove Curse will not remove the infirmity; Greater Restoration, Heal, Limited Wish, Miracle, or Wish can restore the creature. The creature must be present during the ritual for it to be effective.
    • Insanity: A lord can drive a creature mad with agonizing pain. If the ritual is successful (DC30), the creature instantly takes 2d6 lethal damage & 2d6 non-lethal damage. In addition, the creature must make a successful Will save (DC30) or suffer a continuous confusion effect, as per an Insanity spell. Remove Curse will not remove the insanity; Greater Restoration, Heal, Limited Wish, Miracle, or Wish can restore the creature. The creature must be present during the ritual for it to be effective.
    • Enslave: A lord can break a creature’s spirit with excruciating pain. If the ritual is successful (DC30 + the creature’s HD), the creature instantly takes 2d8 lethal damage & 2d8 non-lethal damage. In addition, the creature must make a successful Will save (DC30) or be controlled by the lord (as with a Dominate Person spell) for 1 day per class level. Remove Curse will not remove the enslavement; Greater Restoration, Heal, Limited Wish, Miracle, or Wish can restore the creature. The creature must be present during the ritual for it to be effective.
    • Slay: A lord can kill a creature with unspeakable pain. If the ritual is successful (DC35), the creature instantly takes 3d6 lethal damage & 3d6 non-lethal damage. In addition, the creature must make a successful Fortitude save (DC35) or be instantly slain (-10HP). A Raise Dead spell does not work on someone killed by a death attack such as this. The creature cannot be made stable and thereby kept alive. The spell Death Ward protects a creature against these attacks. The creature must be present during the ritual for it to be effective.
    • Ruin: A lord can damage a creature’s soul with unimaginable pain. If the ritual is successful (DC35 + the creature’s HD), the creature instantly takes 4d6 lethal damage & 4d6 non-lethal damage. In addition, the creature must make a successful Will save (DC35) or permanently become Evil (Law/Chaos alignment remains unchanged). Remove Curse will not remove the alignment change; Greater Restoration, Heal, Limited Wish, Miracle, or Wish can restore the creature. The creature must be present during the ritual for it to be effective.

    Life Extension (Sp): At 4th level, a dark dweomer lord can perform a ritual that extends his life at the expense of another. The ritual takes 8 hours to complete (it cannot be interrupted), after which the lord must make a successful Spellcraft check (DC25 + 1/10th the lord’s age in years, rounded up) in order to postpone the onset of his next age category (such as Middle Age, Old, Venerable, or Maximum) by 1d10+5 months. This ritual can only be done once a year, & is usually done on the winter solstice. For the life extension to work, the lord must kill 1 creature during the ritual with his own hands (no magical slaying is permitted, only melee weapons); this creature must be of the same race as he, & cannot be Middle Age or older. The cost of the ritual in materials is 10GP × the final DC of the Spellcraft check.

    Binding of Spirits (Sp): At 5th level, a dark dweomer lord can perform a ritual that imprisons a spirit within a jewel. The ritual takes 1 hour to complete (it cannot be interrupted), after which the lord must make a successful Spellcraft check (DC25 + the target’s CR) in order to permanently seal a creature’s soul within an object with a crystalline structure, such as a gemstone. The crystal must be worth at least 250GP × the creature’s HD. The creature must be present during the ritual for it to be effective. The creature gets a Fortitude save (DC = the final DC of the lord’s Spellcraft check) to resist having their soul bound in such a manner. While the creature’s soul is imprisoned, their body is helpless but alive, except for beings of the [Elemental], [Fey], & [Outsider] types; their bodies are so strongly tied to their spirits that they cease to physically exist while their soul is caged thusly. Creatures of the [Construct], [Undead], & [Vermin] types are immune to this ritual, as they do not have suitable souls to bind. Remove Curse will not reverse the soul binding; Greater Restoration, Heal, Limited Wish, Miracle, or Wish can restore the creature, as can destroying the gem itself (default stats: AC16 (10 base – 2 Dexterity + 8 size), 20 hardness, 40HP, Break DC40).

    Possession (Sp): At 6th level, a dark dweomer lord can perform a ritual that temporarily transfers his spirit into another body, possessing it against their will. The ritual takes 1 hour to complete (it cannot be interrupted), after which the lord must make a successful Spellcraft check (DC25 + the target’s CR) in order to transfer his consciousness into the body of a target creature. This creature must be of the same creature type as the lord, & they get a Will save (DC = the final DC of the lord’s Spellcraft check) to resist having their body possessed. This possession lasts 1d6 minutes + 1 minute per class level. During this time, the lord can act in any way that the creature’s body is capable of. The target creature’s statistics while in possessed are the same as before, except the following stats are now the same as the lord’s: Will saving modifier, mental stats (Intelligence, Wisdom, & Charisma), skill ranks, & alignment. The target creature need not be present during the ritual for it to be effective. Large bodies of water interfere with ritual’s effectiveness, so the creature must be on the same land mass, & must be on the same plane.

    Scion of Darkness (Sp): At 7th level, a dark dweomer lord can perform a ritual that temporarily transforms him into a physical reflection of his evil spirit. The ritual takes 1 minute to complete (it cannot be interrupted), after which the lord must make a successful Spellcraft check (DC30) in order to become a mighty creature of shadow. This ritual can only be done once a day. While in this form, the lord gains Turn Resistance +10, Damage Reduction 10/Magic, he can move at double his walk speed, & a +5 profane bonus to his AC. A lord attacking in this form adds 2d6 fire damage to any successful unarmed or melee strikes. His type is [Undead] while in this form, but any subtype he has remains the same. This transformation lasts a number of rounds equal to the lord’s current Intelligence score.
    Last edited by Zeta Kai; 2008-10-23 at 10:49 PM. Reason: typos

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    Default Re: Dweomer Master [New Core Class + 2 PrC's + Deverry Cycle D20]

    Dweomer Shifter
    Some rare dweomer masters among the Westfolk (AKA Elves) have the ability to transform themselves into animals. The working is extremely dangerous; if not done properly, it can kill the practitioner. Masters who use this technique, known as Dweomer Shifters, sometimes exhibit animal instincts while in beast form. This ability originated with the Westfolk, but some masters of other race have also learnt it over time. A master has no control over the form they take - it is instead a reflection of his or her true self.

    Requirements
    Race: Elf, Half-Elf, or Human
    Skills: Listen or Spot 10 ranks, Spellcraft 10 ranks
    Special: must have the Second Sight & Wild Empathy class features

    Fastest Route: Drd 1, Dwm 6

    Class Information

    Hit Die: d6

    Class Skills: The Dweomer Shifter’s class skills (& the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), Spot (Wis) & Survival (Wis).

    Skill Points at Each Additional Level: 4 + Int modifier

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    Default Re: Dweomer Master [New Core Class + 2 PrC's + Deverry Cycle D20]

    Table 3-1: The Dweomer Shifter
    {table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special
    1st|+0|+0|+2|+2|Shape Shift (1/day)
    2nd|+1|+0|+3|+3|Animal Insight
    3rd|+1|+1|+3|+3|Shape Shift (2/day)
    4th|+2|+1|+4|+4|Shift Other
    5th|+2|+1|+4|+4|Shape Shift (4/day)[/table]
    Last edited by Zeta Kai; 2008-10-23 at 10:03 PM.

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    Class Features
    All of the following are class features of the Dweomer Shifter. See level progression on Table 2-1: The Dweomer Shifter for more information.

    Spoiler
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    Weapon & Armor Proficiency: You gain no proficiency with any weapon or armor.

    Shape Shift (Su): At 1st level, a dweomer shifter gains the ability to turn himself into any one animal & back again once a day. On a successful Spellcraft check (DC20 + the shifter’s HD), a shifter transforms into an animal. This animal can be determined by rolling on Table 3-2: Animal Forms, or allowing the DM to decide. The form determined must be that of an animal the master is familiar with, & will be the same animal for all subsequent shifts into animal form. His type becomes [Animal], & his subtype becomes [Shapechanger]. The form’s statistics can be determined by taking the stats for a normal creature of that kind & applying the Shifted Animal template (detailed below). This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per class level, or until he changes back. Changing form (to an animal or back) is a full-round action that does not provoke an attack of opportunity. During transformation, the shifter heals 1d6 hit points per class level. Any gear worn or carried by the master melds into the new form & becomes nonfunctional. When the master reverts to his true form, any objects previously melded into the new form reappear in the same location on his body that they previously occupied & are once again functional. Any new items worn in the assumed form fall off & land at the master’s feet. A master loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form (the normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech). The new form’s Hit Dice cannot exceed the master’s normal Hit Dice. Failing a Spellcraft check to transform results in the shifter taking 1d6 damage per class level. At 3rd level, a master can use this feature 2 times per day. At 5th level, a master can use this feature 4 times per day.

    Animal Insight (Ex): At 2nd level, a dweomer shifter has enough understanding of the animal form to benefit him in combat. The shifter gains a +4 insight bonus to attack rolls, AC, & all saving throws versus creatures of the [Animal] type.

    Shift Other (Su): At 4th level, a dweomer shifter gains the ability to turn another creature into any one animal or back again. On a successful Spellcraft check (DC20 + the shifter’s HD), a shifter transforms a creature into an animal. This animal can be determined by rolling on Table 3-2: Animal Forms, or allowing the DM to decide. The form determined must be that of an animal the master is familiar with, & will be the same animal for all subsequent shifts into animal form. The creature’s type becomes [Animal], & its subtype becomes [Shapechanger]. The form’s statistics can be determined by taking the stats for a normal creature of that kind & applying the Shifted Animal template (detailed below). This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour, or until the shifter changes it back. A shifter can do this once a day per class level. Changing form (to an animal or back) is a full-round action that does not provoke an attack of opportunity. During transformation, the creature heals 1d6 hit points per class level. Any gear worn or carried by the creature melds into the new form & becomes nonfunctional. When the creature reverts to its true form, any objects previously melded into the new form reappear in the same location on its body that they previously occupied & are once again functional. Any new items worn in the assumed form fall off & land at the creature’s feet. A creature loses its ability to speak while in animal form because it is limited to the sounds that a normal, untrained animal can make, but it can communicate normally with other animals of the same general grouping as his new form (the normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech). The new form’s Hit Dice cannot exceed the creature’s normal Hit Dice. Failing a Spellcraft check to transform results in the creature taking 1d6 damage per the shifter’s class level.
    Last edited by Zeta Kai; 2008-10-23 at 10:52 PM.

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    Default Re: Dweomer Master [New Core Class + 2 PrC's + Deverry Cycle D20]

    Table 3-2: Animal Forms
    {table=head]d%|Animal
    01|Ape
    02|Baboon
    03-06|Badger
    07-11|Bat
    12-14|Bear (black, brown, or polar)
    15-16|Bison
    17-19|Boar
    20-21|Camel
    22-26|Cat
    27|Cheetah
    28|Crocodile (regular or giant)
    29-32|Dog (regular or riding)
    33-36|Donkey
    37-43|Eagle
    44|Elephant
    45-49|Hawk
    50-52|Horse (any one type)
    53|Hyena
    54|Leopard
    55|Lion
    56-59|Lizard (regular or monitor)
    60|Monkey
    61-64|Mule
    65-71|Owl
    72-74|Pony (regular or war)
    75-79|Rat
    80-85|Raven
    86|Rhinoceros
    87-88|Snake (constrictor or viper)
    89|Tiger
    90-92|Toad
    93-97|Weasel
    98-99|Wolf
    00|Wolverine[/table]
    Last edited by Zeta Kai; 2008-10-23 at 10:06 PM.

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    Default Re: Dweomer Master [New Core Class + 2 PrC's + Deverry Cycle D20]

    The way its written, Vow of Chastity will return 3d6+12 days later, regardless of whether you gain that atonement or not, but you still "need" that atonement.

    Also, it seems a bit redundant for the Dark Dweomer Lord's Scion of Darkness ability to grant immunity to nonmagical weapons and DR 10/magic.

    I like this project, over all. It's like a spellcaster that is told specifically what they can and cannot do.
    I'm try not to be too vain but this was too perfect not to sig.
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    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
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    Default Re: Dweomer Master [New Core Class + 2 PrC's + Deverry Cycle D20]

    Thank you, RoC. Yeah, I wanted to have a non-standard spellcaster that could work magic, but didn't have set spells per day. I had considered something akin to a druid, but with a radically different spell list, but even that didn't seem to fit the flavor of the novels. The dweomerworkers in the Deverry Cycle have well-defined powers denoting what they can & can't do, unlike most D&D spellcasters, whose abilities are only defined by the spells that they know (which can change often).

    As for the Vow of Chastity, you are correct. The benefits will return in 3d6+12 days, but only after an atonement is successfully made.

    Also, the Scion of Darkness is redundant in that regard, & will be edited.

    Again, thanks for the feedback!
    Last edited by Zeta Kai; 2008-04-14 at 10:30 AM.

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    Default Re: Dweomer Master [New Core Class + 2 PrC's + Deverry Cycle D20]

    Zeta, this is great. Your only like the third or forth person I know that read the Deverry cycle that I didn't introduce to it.

    As to the classes this is a great start, I think you nailed the Dweo-master on the head. If you were going to do another class out of the book, or maybe race, I'd love to see the Horsekin(don't remember their real name) or possibly the Silver Dagers(as a PRC maybe?).

    Great work on this, keep it up!

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    Default Re: Dweomer Master [New Core Class + 2 PrC's + Deverry Cycle D20]

    World of Deverry
    The world of Deverry (known as Annwn) has a different cosmology that the standard (IE Greyhawk) campaign setting. The planes of Deverry are roughly similar to their typical D&D counterparts, but their arrangement is not the same at all.

    Physical Plane
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    The “lowest” or “outermost” plane is the physical plane, the world that Humans, Elves, & Dwarves inhabit, among other creatures. This is essentially the same as the standard Material Plane. The fractured kingdom of Deverry is located on the eastern half of a small continent in the northern hemisphere of Annwn. To the north lay the lands of the Dwarves, while to the west are the lands of the Elves (AKA the Westfolk, the Elcyion Lacar). A few hundred miles to the south is a tropical archipelago called Bardek, inhabited by a sophisticated civilization of dark-skinned Humans, & who consider the people of Deverry to be barbarians.

    Deverry is a kingdom continually plagued by internal political strife, at best enjoying brief yet tense peace, at worst suffering through all-out civil war. Most of the time the nine provinces battle one another for territory, for honor, or for vengeance in a fairly structured manner, pitting official war bands against one another, as led by the noblemen, who are trained for war from an early age.


    Etheric Plane
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    The next plane “up” or “inward” from the physical realm is the etheric plane, a ghostly land of mist & lightning. This is essentially the same as the standard Ethereal Plane, with exception that all visitors from the physical plane have silver cords leading back to their bodies (see Body of Light for more about the silver cord). When the Wildfolk are found here, they appear only as energy beings (see Wildfolk), more like Outsiders than true Fae. This plane is coexistent with the Physical Plane & coterminous with the Astral Plane.


    Astral Plane
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    “Above” or “within” even the spirit-lands of the etheric realm is the divine sphere of the astral plane, a place in which the gods live (& sometimes die). The Lords of Wyrd guide the very workings of the multiverse from this dimension, inscrutable & aloof as they command the most fundamental forces of nature, space & time. This place actually has more in common with the Ethereal Plane than the standard Astral Plane, although the silver cord is still used for all non-natives. This plane is coterminous with the Etheric Plane, but separate from the Physical Plane.


    Other Planes
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    Other planes exist, but they are seldom traveled by mortal beings, & rarely understood by those who do. Their connection to the nested-spheres cosmology of the Deverry Cycle is unknown (& possibly unknowable), although these are all assumed to be separate from the Physical Plane, requiring travel through the Etheric or Astral Planes to reach. These strange realities include: the Wildlands (the strange, chaotic home of the Wildfolk; somewhat like the Plane of Faerie), the Land of Husks & Rinds (a sorrowful place or death & decay; a world-tomb filled with wraiths & corpses), the Orange Lands (a realm of flesh & stone), & the Green Lands (a place of plants & soil). None of these planes are easy to get to (or leave from), & all of them present their own unique challenges to explorers & adventurers.
    Last edited by Zeta Kai; 2008-10-23 at 10:57 PM.

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    Default Re: Dweomer Master [New Core Class + 2 PrC's + Deverry Cycle D20]

    Creatures of Deverry

    Body of Light

    A ghostly figure floats above the ground, pulsing with a sapphire energy & swaying gently, as if caught in a gentle breeze. Its features are a vague blur, with almost no details to be made out in the bluish haze. The only aspects of the humanoid apparition that can be discerned are its glowing eyes, which gleam with an unearthly intelligence.

    A Body of Light is an electromagnetic construct, created by a dweomer master to house his spirit as he travels through other planes. The master meditates, lying helpless, while his spirit uses the Body of Light to travel freely, often through other planes of existence.

    Body of Light is an acquired template that can be applied to any Aberration, Dragon, Giant, Humanoid, or Monstrous Humanoid creature that uses the Spirit Projection class feature (referred to hereafter as the base creature). A Body of Light creature uses all the base creature’s statistics & abilities except as noted here.

    Type: the creature’s type changes to [Outsider]; it retains any subtypes except alignment subtypes & subtypes that indicate kind; it also gains the [Incorporeal] subtype; it does not gain the [Augmented] subtype
    Size: there is no change in the creature’s size
    Hit Die: all current and future Hit Dice become d8’s
    Initiative: there is no change in the creature’s initiative
    Speed: the creature gains a fly speed of 50’ (unless it has a higher fly speed) with perfect maneuverability
    Armor Class: the creature’s base armor class is unchanged, but this applies only to ethereal encounters; as an incorporeal creature, it has no natural armor bonus & instead has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus)
    Base Attack: the creature’s BAB equals the base creature’s HD
    Grapple: there is no change in the creature’s grapple modifier
    Attacks: the creature retains all of its attacks, although those relying on physical contact do not affect creatures that are not ethereal, & it now uses it Dexterity in lieu of Strength to determine attack modifier
    Damage: against ethereal creatures, there is no change in the creature’s damage values; against non-ethereal creatures, the creature usually cannot deal physical damage at all but can use its special attacks, if any; it also now uses it Dexterity in lieu of Strength to determine damage
    Space/Reach: there is no change in the creature’s space/reach
    Special Attacks: the creature retains all of its special attacks, although those relying on physical contact do not affect non-ethereal creatures; in addition, the creature gains the following attacks:
    o Spear of Thought (Su): the creature can emit a blast of energy once per round; an ethereal target struck by this is dealt 1d4 points of force damage per class level (this ignores a target’s armor bonuses); a non-ethereal target struck by this is stunned for 1d6+4 rounds (the stunning condition overlaps with multiple strikes); the missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment; only creatures are harmed by this ability; inanimate objects are unaffected; this blast has a range of 60’
    o Wave of Emotion (Su): the creature can emit a wave of force 3 times per day; this blast is a 60’ long cone-shaped burst; all ethereal targets take 1d8+7 force damage & must make a Fortitude save (DC10 + creature’s HD) or be bull rushed; all non-ethereal targets must make a Fortitude save (DC10 + creature’s HD) or be dazed for 1 round
    Special Qualities: the creature retains all of it special qualities, as well as those described below:
    o Silver Cord (Su): a thin line of glowing energy flows from the abdomen of the creature’s Body of Light (for example, from a humanoid’s solar plexus), all the way back to the creature’s helpless body, even across planar boundaries; this line is known as the silver cord; it can only be attacked within 5’ from the Body of Light’s abdomen (further away, the cord fades into complete incorporeality); it’s stats are as follows: Fine size, Hardness 10, HP equals creature’s HD, AC equals creature’s Dexterity modifier + 18 (10 base + 8 size), Break DC30, Fast Healing 1, Spell Immunity; if the cord is cut, then the creature instantly dies
    o Outsider Traits: including Darkvision, the inability to be raised or resurrected, the proficiencies with weapons & armor, the ceased need to eat or sleep
    o Incorporeal Traits: including the 50% miss chance for magic spells or weapons, the ability to pass through solid objects, the ability to ignore armor & shields, etc.
    o Spell Resistance (Su): the creature has Spell Resistance 25
    Saves: Reflex save +2 (Dexterity bonus); there is no change in the creature’s Fortitude & Will saves
    Abilities: Strength 0 (--), Dexterity +4 (+2), Charisma +4 (+2)
    Skills: the creature gains a +8 racial bonus on all Hide, Listen, Search, & Spot checks; also, all Strength-based skills use the creature’s Dexterity modifier instead, & all Charisma-based skills gain +2 (Charisma bonus)
    Feats: there is no change in the creature’s feats
    Environment: any
    Organization: any
    Challenge Rating: the same as the base creature +2
    Treasure: none, as the creature's body & physical possessions are not with or part of the Body of Light
    Alignment: any non-chaotic (LG, LN, LE, NG, N, or NE)
    Advancement: there is no change in the creature’s advancement
    Level Adjustment: N/A

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    Default Re: Dweomer Master [New Core Class + 2 PrC's + Deverry Cycle D20]

    Shifted Animal
    …The creature appears much larger than the average member of its species, & its eyes betray a thinking mind behind them…

    Some rare dweomer masters have unlocked the ability to shape shift. Known as dweomer shifters, they can transform into the shape of an animal. This animal form reflects the nature of their spirit, & is much larger than a typical creature of that kind.

    Shifted Animal is an acquired template that can be applied to any Animal creature that a Dweomer Shifter has transformed into (referred to hereafter as the base creature). A Shifted Animal creature uses all the base creature’s statistics & abilities except as noted here.

    Type: the creature’s type changes to [Magical Beast]; it retains any subtypes except alignment subtypes & subtypes that indicate kind; it also gains the [Shapechanger] subtype; it does not gain the [Augmented] subtype
    Size: the creature’s size increases by 1 size category (Colossal maximum, see Table 3-3: New Size Statistics below)
    Hit Die: drop any Hit Dice from class levels (to a minimum of 1), add bonus Hit Die for the size category increase (see Table 3-3: New Size Statistics below), change all Hit Die to d10’s, & adjust the Constitution-based bonus HP
    Initiative: adjusted by the new Dexterity score
    Speed: there is no change in the creature’s speed
    Armor Class: see Table 3-3: New Size Statistics below
    Base Attack: the creature has a base attack bonus equal to its Hit Dice
    Grapple: Grapple bonus = base attack bonus + Strength modifier + special size modifier (Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0, Small -4, Tiny -8, Diminutive -12, Fine -16)
    Attacks: the creature retains all the natural weapons; Attack bonus = base attack bonus + Strength modifier + size modifier (Colossal -8, Gargantuan -4, Huge -2, Large -1, Medium +0, Small +1, Tiny +2, Diminutive +4, Fine +8)
    Damage: natural weapons deal damage normally according to the new size (see Table 3-3: New Size Statistics below)
    Space/Reach: see Table 3-3: New Size Statistics below
    Special Attacks: the base creature retains all of its special attacks
    Special Qualities: the creature retains all of the special qualities of the base creature; it also gains the special traits of the [Magical Beast] type & the [Shapechanger] subtype
    Saves: Fortitude & Reflex saves are the same as the base creature, with the adjusted ability modifiers; Will save is the same as the shifter’s
    Abilities: see Table 3-3: New Size Statistics below; mental stats (Intelligence, Wisdom, & Charisma) are the same as the shifter’s
    Skills: the creature has all skill ranks of the shifter, adjusted for any altered ability modifiers
    Feats: the creature retains all feats of the base creature
    Environment: same as the base creature
    Organization: same as the shifter
    Challenge Rating: see Table 3-3: New Size Statistics below
    Treasure: same as the base creature
    Alignment: same as the shifter
    Advancement: N/A
    Level Adjustment: N/A

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    Default Re: Dweomer Master [New Core Class + 2 PrC's + Deverry Cycle D20]

    Table 3-3: New Size Statistics
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    {table=head]Base Size|New Size|Strength*|Dexterity*|Constitution*|Hit Dice|Natural Armor*|AC*|Space*|Reach (Tall/Long)*|CR
    Fine|Diminutive|+1 (+½)|-2 (-1)|same|+½|same|-3 (size)|+½’|+0’/+0’|same
    Diminutive|Tiny|+3 (+1½)|-2 (-1)|same|+1|same|-2 (size)|+1½’|+0’/+0’|same
    Tiny|Small|+4 (+2)|-2 (-1)|+1 (+½)|+1|same|-1 (size)|+2½’|+5’/+5’|+1
    Small|Medium|+6 (+3)|-2 (-1)|+3 (+1½)|+2|+1|-1 (size)|+0’|+0’/+0’|+2
    Medium|Large|+8 (+4)|-2 (-1)|+4 (+2)|+2|+2|-1 (size)|+5’|+5’/+0’|+2
    Large|Huge|+8 (+4)|-2 (-1)|+4 (+2)|+2|+3|-2 (size)|+5’|+5’/+5’|+2
    Huge|Gargantuan|+8 (+4)|same|+4 (+2)|+2|+4|-3 (size)|+5’|+5’/+5’|+2
    Gargantuan|Colossal|+8 (+4)|same|+4 (+2)|+2|+5|-4 (size)|+10’|+10’/+5’|+1
    Colossal|Colossal|same|same|same|same|same|same|sa me|same|same[/table]

    *-These values are primarily taken from the SRD, & are used to increase the size by 1 category to the best of my ability.
    Last edited by Zeta Kai; 2009-12-05 at 01:26 PM.

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    Default Re: Dweomer Master [New Core Class + 2 PrC's + Deverry Cycle D20]

    Wildfolk
    Invisible to most people, the Wildfolk are the ubiquitous nature spirits of the lands of Deverry. Embodying certain elemental aspects, these playful creatures do the bidding of the Lords of Wyrd in their own simple way.

    No two Wildfolk look exactly the same, but they always resemble minute humanoids, & they usually reflect the element that they represent, be it earth, air, fire, water, or æther (light). On the higher planes, where they exist in their true forms, they appear as spheroidal nexi of crystallized energy, more thought than substance. Mischievous & boisterous, they like to play pranks & listen to bards sings, but they are also fiercely loyal to each other, as well as those who have mastered the dweomer.

    On the physical plane, the Wildfolk are about 6-10” tall & weigh less than 1 pound. They cannot speak, but they can understand Common & Elvish, & can pantomime effectively enought to communicate in a rudimentary manner. Unlike most other creatures, Wildfolk can use spell-like abilities, even though they have almost animal-like Intelligence.

    Wildfolk, Æther (AKA Sprite, Faerie, Sluagh, or Photomental)
    Diminutive Fey
    Hit Dice: ¼d6+1 (2HP)
    Initiative: +3
    Speed: 20’ (4 squares), Fly 40’ (8 squares, poor maneuverability)
    Armor Class: 19 (+4 size, +3 Dex, +2 natural); touch 17; flat-footed 16
    Base Attack/Grapple: +0/-14
    Attack: Bite +2 melee (1d2-2, minimum 1)
    Full Attack: Bite +2 melee (1d2-2, minimum 1)
    Space/Reach: 1’/0’
    Special Attacks: Spell-Like Abilities, Summon Wildfolk
    Special Qualities: Fey traits, Spell Resistance +15
    Saves: Fort +1, Ref +5, Will +5
    Abilities: Str 6 (-2), Dex 17 (+3), Con 12 (+1), Int 3 (-4), Wis 17 (+3), Cha 14 (+2)
    Skills: Hide +19, Listen +5, Move Silently +7
    Feats: Dodge (bonus feat), Stealthy
    Environment: any land or underground
    Organization: solitary, pair, mess (3-12), or swarm (13-50)
    Challenge Rating: 2
    Treasure: no coins; 50% goods, 50% items
    Alignment: always Chaotic (CG, CN, or CE)
    Advancement: ½-1 HD (Diminutive); 2-5 HD (Tiny)
    Level Adjustment: +3

    Spell-Like Abilities: 3 times per day: dancing lights, invisibility (self only), light, teleport (self only); Caster level 10th; the save DC’s are Wisdom-based

    Summon Wildfolk (Sp): 3 times per day, a Wildfolk can automatically summon 1d2 other Wildfolk; this ability is the equivalent of a 3rd-level spell.

    A tiny creature floats in the air,flying without any apparent wings. It looks a little like a miniature nude woman, but it also appears to be a large thin insect. Either way, it seems to glow brightly from within, & sparkles of light constantly fall from it like snow.
    Last edited by Zeta Kai; 2008-04-18 at 11:17 PM. Reason: typos

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    Default Re: Dweomer Master [New Core Class + 2 PrC's + Deverry Cycle D20]

    Wildfolk, Air (AKA Sylph, Sidhe, Pixie, Will-o’-the-Wisp, or Aeromental)
    Diminutive Fey (Air)
    Hit Dice: ¼d6 (1HP)
    Initiative: +4
    Speed: 20’ (4 squares), Fly 50’ (10 squares, poor maneuverability)
    Armor Class: 20 (+4 size, +4 Dex, +2 natural); touch 18; flat-footed 16
    Base Attack/Grapple: +0/-15
    Attack: Bite +1 melee (1d2-3, minimum 1)
    Full Attack: Bite +1 melee (1d2-3, minimum 1)
    Space/Reach: 1’/0’
    Special Attacks: Spell-Like Abilities, Summon Wildfolk
    Special Qualities: Fey traits, Spell Resistance +15
    Saves: Fort +0, Ref +6, Will +5
    Abilities: Str 4 (-3), Dex 19 (+4), Con 10 (+0), Int 3 (-4), Wis 17 (+3), Cha 16 (+3)
    Skills: Hide +20, Listen +5, Move Silently +8
    Feats: DodgeB, Stealthy
    Environment: any land or underground
    Organization: solitary, pair, mess (3-12), or swarm (13-50)
    Challenge Rating: 2
    Treasure: no coins; 50% goods, 50% items
    Alignment: always Chaotic (CG, CN, or CE)
    Advancement: ½-1 HD (Diminutive); 2-5 HD (Tiny)
    Level Adjustment: +3

    Spell-Like Abilities: 3 times per day: invisibility (self only), obscuring mist, teleport (self only); wind wall; Caster level 10th; the save DC’s are Wisdom-based

    Summon Wildfolk (Sp): 3 times per day, a Wildfolk can automatically summon 1d2 other Wildfolk; this ability is the equivalent of a 3rd-level spell.

    A little creature flits through the air, hovering on gossamer wings. Its flesh is translucent, as if it were made of glass the color of the wind. Although it looks vaguely like a tiny nude woman, there is something decidedly inhuman about it.

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    Default Re: Dweomer Master [New Core Class + 2 PrC's + Deverry Cycle D20]

    Some thoughts on the first 11 levels of the class.

    Am I missing something, or does the Dweomer Master not have any offensive abilities until level 6? By offensive, I mean abilities that are more useful than that of a commoner's when in circumstances dealing with combat.
    Command Wildfolk is really situational, so you only really get an all-purpose combat ability (Sunder) at level 9.
    Let me think about how sunder works: You deal 9d6+36 damage to an opponent's item. He doesn't get a save, and the damage ignores hardness. You can do this from 45 ft away, and your opponent gets no save. If it works like what I just said, then this ability is flat-out unfair against melee-types. Their weapon is incredibly precious, destroying it screws them over by an insane amount and works to increase the caster/melee divide.

    The first three oaths are very powerful, and really easy for a player to perform. The last one sucks.
    -Chastity: When you're in a campaign of all guys, you just don't do romantic things, it's creepy.
    -Honesty: If you're not a Bard or Rogue, you don't need to lie. Since bluff isn't a class skill, why would someone bother doing something they know will always fail?
    -Justice: Think Lawful-Stupid paladin. Anyone can eat, sleep, and breathe justice if it's narrowly defined.
    -Poverty: The cost of a +10 sword and +10 armor is 300000 gp. WBL for a level 20 player is twice that. It's an oath that gimps you severely. Also, the Vow of Poverty feat happens to be much better.

    The starting packages are wrong. They should be "pick a number of skills equal to 6 + intelligence modifier". Also, why does it get 6 skill points per level? The class doesn't really seem to have skills worth putting points into, just Concentration and Scry. Maybe if it had trapfinding, search, or use magic device it would make sense. Or was 6+int a mistake and it's supposed to be 2 skill points per level, like the packages?
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  29. - Top - End - #29
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    Default Re: Dweomer Master [New Core Class + 2 PrC's + Deverry Cycle D20]

    Wildfolk, Earth (AKA Gnome, Brownie, Faun, Dryad, or Terramental)
    Diminutive Fey (Earth)
    Hit Dice: ¼d6+2 (3HP)
    Initiative: +2
    Speed: 20’ (4 squares), Burrow 30’ (6 squares)
    Armor Class: 18 (+4 size, +2 Dex, +2 natural); touch 16; flat-footed 16
    Base Attack/Grapple: +0/-13
    Attack: Bite +3 melee (1d2-1, minimum 1)
    Full Attack: Bite +3 melee (1d2-1, minimum 1)
    Space/Reach: 1’/0’
    Special Attacks: Spell-Like Abilities, Summon Wildfolk
    Special Qualities: Fey traits, Spell Resistance +15
    Saves: Fort +2, Ref +4, Will +5
    Abilities: Str 8 (-1), Dex 15 (+2), Con 14 (+2), Int 3 (-4), Wis 17 (+3), Cha 12 (+1)
    Skills: Hide +18, Listen +5, Move Silently +6
    Feats: DodgeB, Stealthy
    Environment: any land or underground
    Organization: solitary, pair, mess (3-12), or swarm (13-50)
    Challenge Rating: 2
    Treasure: no coins; 50% goods, 50% items
    Alignment: always Chaotic (CG, CN, or CE)
    Advancement: ½-1 HD (Diminutive); 2-5 HD (Tiny)
    Level Adjustment: +3

    Spell-Like Abilities: 3 times per day: invisibility (self only), soften earth & stone, stone shape, teleport (self only); Caster level 10th; the save DC’s are Wisdom-based

    Summon Wildfolk (Sp): 3 times per day, a Wildfolk can automatically summon 1d2 other Wildfolk; this ability is the equivalent of a 3rd-level spell.

    A tiny figure crawls out of the ground, appearing as if from nowhere & standing on misshapen legs. It appears to be made of clay or stone, & smells like freshly-tilled soil. Warts mark its otherwise smooth skin like pebbles in a muddy road.

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    Default Re: Dweomer Master [New Core Class + 2 PrC's + Deverry Cycle D20]

    UglyPanda, you are correct about this being a primarily non-combative class; this class is much more suited to behind-the-scenes manipulation & arcane subterfuge. And yes, this class does depend on Wildfolk to assist in combat situations, as any intelligent dweomer master would do. It's a different way to play the game, one I'm currently (but not exclusively) interested in.

    Also, you were right, Sunder was broken. I made 3 significant changes to it, based on your feedback:
    1. I changed the damage from 1d6+4 (5-10) to simply 1d6 (1-6). At 9th level, this changes the average damage per use from 67.5 to 31.5, a major but necessary nerfing.
    2. I also added a saving throw for objects held or worn by creatures. That should prevent most chances for abuse.
    3. I've also set the range for Sunder to a static 30', reducing it from the initial 45' (@ 9th level) & preventing it's increase to ridiculous lengths (100' @ 20th level).
    4. I kept the hardness circumvention, as I thought it was important, both mechanically & for flavor.


    As for your other notes concerning Wyrd Oaths & Starting Packages, I'm still doing the math on whether or not they are sound as written. Expect a further update later. Thank you for your observations, UP.
    Last edited by Zeta Kai; 2008-04-22 at 07:02 AM.

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