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    Troll in the Playground
     
    The Demented One's Avatar

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    Default Another Spirit Lord [PrC]

    Spirit Weaver

    The Spirit Lords are unique band of warriors and adventurers, united by their ability to channel their souls through their weapons. The Spirit Champions are mighty warriors, the Spirit Skirmishers are cunning assassins, and the Spirit Spellmasters are potent battlemages. Few, however, know of the Spirit Weavers, those who first developed the art of the spirit weapon. They are masters of both incarnum magic and sublime martial arts, shaping their own souls into powerful weapons and employing powerful techniques and maneuvers.

    Hit Dice
    d10

    Requirements
    To qualify to become an Spirit Weaver, you must fulfill all the following criteria.
    BAB: +4
    Saves: Fortitude +5
    Skills: Concentration 8 ranks, Spellcraft 8 ranks, Martial Lore 2 ranks
    Maneuvers: Ability to use 1st-level maneuvers, including at least one strike and one stance.
    Meldshaping: Must be able to shape one weapon-like soulmeld (Weapon-like soulmelds include any soulmeld that takes the form of a weapon, grants you natural weapons, or allows you to make a touch or ranged attack. Soulmelds that must be bound to a chakra to do so still qualify, but only if you have access to that chakra).

    Class Skills
    The Spirit Weaver’s class skills (and the key ability for each skill) are Balance (Dex), Climb, Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Listen, Profession (Wis), Spellcraft (Int), Spot, and Tumble (Dex).

    Skill Points per Level
    4 + Int modifier.

    {table=head]Level|BAB|Fort|Ref|Will|Special|Maneuvers[br]Known|Maneuvers[br]Readied|Stances|Meldshaping

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Weapon of the Soul|
    1
    |
    0
    |
    1
    |

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |First Release, Spirit Enhancement +1|
    1
    |
    1
    |
    1
    |+1 level of meldshaping class

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Incarnum Release, Soul Weave|
    2
    |
    1
    |
    1
    |+1 level of meldshaping class

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Chakra Bind (Arms, Brow, Shoulders), Spirit Enhancement +2|
    2
    |
    1
    |
    1
    |+1 level of meldshaping class

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Soul Weave|
    3
    |
    2
    |
    1
    |+1 level of meldshaping class

    6th|
    +6
    |
    +5
    |
    +2
    |
    +2
    |Chakra Release, Spirit Enhancement +3|
    3
    |
    2
    |
    2
    |+1 level of meldshaping class

    7th|
    +7
    |
    +5
    |
    +2
    |
    +2
    |Soul Weave|
    4
    |
    2
    |
    2
    |+1 level of meldshaping class

    8th|
    +8
    |
    +6
    |
    +2
    |
    +2
    |Chakra Bind (Throat, Waist), Spirit Enhancement +4|
    4
    |
    3
    |
    2
    |+1 level of meldshaping class

    9th|
    +9
    |
    +6
    |
    +3
    |
    +3
    |Shining Release, Soul Weave|
    5
    |
    3
    |
    2
    |+1 level of meldshaping class

    10th|
    +10
    |
    +7
    |
    +3
    |
    +3
    |Final Release, Spirit Enhancement +5|
    5
    |
    3
    |
    2
    |+1 level of meldshaping class[/table]

    Class Features
    All the following are class features of the Spirit Weaver prestige class.

    Weapon and Armor Proficiency
    You gain no additional weapon or armor proficiencies.

    Maneuvers
    At 1st level, and at every subsequent odd level, you gain one new maneuver known. Spirit Weavers have access to the Devoted Spirit, Diamond Mind, and Stone Dragon. In addition, you may choose a single additional discipline to gain access to from the following list, which your alignment must match: Dread Crown (Evil), Golden Saint (Good), Kaleidoscopic Dream (Chaos), or Quicksilver Aegis (Law). You must meet a maneuver’s prerequisites to learn it. You add your full Spirit Weaver level to your initiator level to determine your total initiator level and the highest level of maneuver you can learn. If you have levels in an initiator class that allows you to exchange out maneuvers at certain levels, your Spirit Weaver levels stack with your levels in that class for determining when you may exchange maneuvers. At 2nd, 5th, and 8th levels, you gain an additional maneuver readied each day.

    Stances
    At 1st level, and again at 6th level, you gain a new martial stance known from any of the disciplines you have access to through this class. You must meet a stance’s prerequisites to learn it.

    Meldshaping
    At each level but 1st, you increase your meldshaper level, the number of soulmelds you may shape, the number of chakra binds you may create, and your essentia pool as if you had gained a level in a meldshaping level to which you belonged prior to gaining the level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds.

    Weapon of the Soul (Su)
    At 1st level, you permanently endow one of your soulmelds with a shard of your soul. Choose a weapon-like soulmeld (see above) that you are capable of shaping. Whenever you shape that meld, it is treated as an intelligent item. It has two mental ability scores of 12 and one of 10, has skill points equal to 2 + (the meld’s intelligence + your class level + 3). Any skill that is a class skill for you is a class skill for the chosen soulmeld, although it cannot take Strength or Dexterity-based skills. The soulmeld does not gain the abilities of a normal intelligent item, instead gaining them through the soul weave class feature.

    If your chosen soulmeld grants you a touch attack or a ranged attack, you may make that in place of a melee attack as part of a maneuver, unless the attack is one that must always be a melee attack, such as the one made at the end of a charge.

    First Release (Su)
    At 2nd level, after some training, you are capable of releasing a more powerful form of your chosen soulmeld. To release the first form of your soulmeld, you must enter the First Release Stance, which you gain with this ability. Taking this stance requires a swift action. When released, you have full access to all of your soul weaves, and you gain a +2 insight bonus to attack rolls made with the chosen soulmeld. Unlike a normal stance, the First Release Stance can only be maintained for 1 round per initiator level per encounter. Once the time is up, the release dissipates and you exit the stance.

    Spirit Enhancement (Su)
    At 2nd level, and every subsequent even level, your chosen soulmeld gain an enhancement bonus to attack and damage rolls, with a maximum of +5 at 10th level, and overcomes damage reduction as a magic weapon. This bonus does not stack with any other enhancement bonuses the soulmeld might gain.

    Incarnum Release (Su)
    At 3rd level, the fragment of your soul imbued in your chosen soulmeld empowers it. Whenever you release your soulmeld with the first release or final release class features, it is treated as having an additional point of bonus essentia invested in it, which does not count towards the maximum amount of essentia that can be invested in it. The bonus essentia cannot be reallocated.

    Soul Weave (Su)
    At 3rd, 5th, 7th, and 9th levels, you choose one of the following special qualities. Whenever you release your soulmeld with the first release or final release class features, it gains the benefits of all the chosen soul weaves. Once chosen, none of your soul weaves can be changed later on. Some weaves require a certain level in this class. to gain access to them. In addition, every time you gain this ability, you may increase one of the chosen soulmeld’s mental ability scores by 2.

    Augment Weave: Your soulmeld empowers you with radiant incarnum. Select one ability score. While your chosen soulmeld is released, you gain a +2 bonus to that ability score. You may choose this soul weave multiple times, selecting a different ability score each time.

    Blade Weave: Choose a single weapon special property, such as flaming or keen, with an equivalent bonus based on your class level: +1 for 3rd, +2 for 5th, +3 for 7th, and +4 for 9th. Your chosen soulmeld gains that special property while released. You may choose this soul weave multiple times, selecting a different property each time. However, the total equivalent bonus from the properties can never exceed +5.

    Drain Weave: Whenever you damage a character with your chosen soulmeld while it is released, they must make a Fortitude save, DC 10 + 1/2 your meldshaper level + your Constitution modifier. If they fail the save, it loses one point of essentia for every 5 meldshaper levels you have, and you gain an equal amount of bonus essentia. The bonus essentia and essentia loss lasts for only one minute. Once a character fails its save, it cannot be affected again by this ability for one minute. A character without an essentia pool instead takes 1d4 points of Wisdom burn, and you gain no bonus essentia. You must be of 5th level to choose this soul weave.

    Dual Weave: When you release your chosen soulmeld, it splits into multiple weapons. If the soulmeld takes the form of a weapon, it splits into multiple weapons, creating a duplicate for each limb you can use to wield them, though the enhancement bonus of the duplicates is one less than that of the original. If the soulmeld grants you natural weapons, it grants you one additional natural weapon, although that natural weapon’s enhancement bonus is one less than the originals’. You cannot choose this weave if your chosen soulmeld grants a touch or ranged attack.

    Heart Weave: Whenever you would deal damage to a character with your chosen soulmeld while it is released, you may instead heal that much hp. Extra damage from maneuvers adds to this healing, but only counts for half.

    Necrocarnum Weave: Whenever you deal damage to a character with your chosen soulmeld while it is released, that character gains a negative level. These negative levels stack, but never cause actual level loss, and go away after 24 hours. Subjects with an amount of negative levels equal to their class level die. This is a death effect, and is treated as a necromancy ability. You must be of 9th level to choose this soul weave.

    Reach Weave: If your chosen soulmeld takes the form of a weapon or grants you natural weapons or a touch attack, your reach with it is increased by 5 ft. If it grants you a ranged attack, the range increases by 100 ft.

    Shape Weave: When you release your chosen soulmeld, you may have it take on the form of a monster, as the astral construct power, with manifester level equal to your meldshaper level. You choose the abilities granted to the construct when you first gain this soul weave, and every time you gain a level such that you gain access to more abilities, and cannot change your choices. The construct can never move more than 30 ft. away from you. While your soulmeld is shape woven, you lose its benefits, but the construct gains all the benefits of the soulmeld. At the end of the power’s duration, the construct dissipates and reforms as a soulmeld.

    Ward Weave: When you release your chosen soulmeld, it forms an impregnable armor of incarnum, granting you a deflection bonus to AC equal to half your class level, rounded down.

    Chakras (Su)

    At 4th level, you gain the ability to bind soulmelds to your arms, brow, and shoulder chakras. At 8th level, you gain the ability to bind soulmelds to your throat and waist chakras.

    Chakra Release (Su)
    At 6th level, you can bind your chosen soulmeld to a second chakra. Whenever you release your soulmeld with the first release or final release class features, you may bind your chosen soulmeld to any chakra you have access to. Doing so does not count as one of your daily chakra binds, and you may do so even if it is bound to another chakra, gaining the benefits of both binds. The additional bind lasts only for as long as the meld remains released.

    Shining Release (Su)
    At 9th level, you can cause your chosen soulmeld to blaze with brilliantly shining incarnum. Once per day, when you release your soulmeld with the first release or final release class features, you may use the shining release ability. If you do, then the incarnum capacity of the soulmeld is doubled, and every point of incarnum invested in it counts as two for as long as it remains released.

    Final Release (Su)
    At 10th level, you and your soulmeld are at your peak of raw power. To use this ability you must be in the First Release Stance and take a standard action to enter the Final Release Stance. The Final Release Stance uses the duration of the First Release Stance. While in this stance, the damage dealt by your soulmeld is doubled, the critical threat range of your soulmeld is doubled, and you may make an additional attack at your highest base attack bonus whenever you attack with it. You gain a +4 insight bonus on attack rolls while using your weapon. In addition, upon gaining this ability, you may select up to four of the following final soul weaves. Your soulmeld gains the benefit of all of them while in final release. Some abilities require you have certain soul weaves as prerequisites. Once you exit the Final Release Stance, you are exhausted. You may use this ability once per day.

    Alacrity Weave: While in final release, your base land speed triples, you gain a +4 dodge bonus to AC, and you gain the improved evasion class feature.

    Avatar Weave: While in final release, you may bind your chosen soulmeld to all chakras it can be bound to, gaining the benefits of all binds. You may even bind it to chakras you do not normally have access to. If you have another meld bound to one of those chakras, that bind is suppressed until you exit the final release.

    Dire Augment Weave: Select an ability score that you have already chosen for the augment weave. While in final release, the bonus to that ability score rises from +2 to +8. You may choose this soul weave multiple times, selecting a different ability score each time. You must have the augment weave for the ability score you choose to select this one.

    Dire Blade Weave: Whenever you enter final release, choose a number of weapon special properties whose equivalent enhancement bonuses total to +5 or less. Your soulmeld gains those properties, in addition to those from the blade weave soulmeld. You must have the blade weave to select this one.

    Dire Necrocarnum Weave: Once per round, you may bestow 1d4+1 negative levels with your necrocarnum weave, rather than one, while in final release. You must have the necrocarnum weave to select this one.

    Dire Shape Weave: When you enter final release, the astral construct’s power is treated as being either 20th or your meldshaper level, whichever is higher, and its duration lasts as long as you remain in final release. In addition, it is of Colossal, rather than Huge. You must have the shape weave to select this one.

    Dire Ward Weave: While in final release, the deflection bonus to AC from your ward weave increases to +10. You must have the ward weave to select this one.

    Elemental Weave: Choose one type of energy damage (acid, cold, electricity, fire, or sonic). Whenever you damage a character with your chosen soulmeld while in final release, it deals an additional 6d6 damage of that energy type. You may choose this soul weave multiple times, selecting a different energy type each time. Doing so does not increase the damage dealt, but splits the damage between all selected energy types.

    Epic Weave: Your soulmeld is treated as an epic weapon for overcoming damage reduction while in final release.

    Mage Weave: You can channel incarnum to cast spells. Once during the duration of your final release, you may cast or manifest any spell or power of up to 9th level, with a caster level or manifester level of 20th. You must provide any expensive material components or foci of it as well as paying any XP cost it has.

    Vigor Weave: While in final release, you gain 30 temporary hp that last for as long as you remain in it, damage reduction 5/-, and the mettle class feature.
    Last edited by The Demented One; 2008-09-10 at 09:52 AM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

  2. - Top - End - #2
    Bugbear in the Playground
     
    dyslexicfaser's Avatar

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    Default Re: Another Spirit Lord [PrC]

    Love the class, Demented, but it seems like it might be broken depending on what meld you pick.

    Take totemist (the only incarnum I'm really familiar with), for example: a single 'natural attack' meld could give you three bite attacks (well, bite, headbutt and gore or whatever they actually are), or 4 claws. This would seem to maximize the effectiveness of the abilities, if you get 3-4 attacks, each with the listed bonuses. +5 enhancement bonus by level 10 on everything, and all the rest of the Weave abilities. Valorous, Explosive, Brilliant Energy, +5 AC, stat bonuses, whatever you like.

    It seems hella powerful, is all.
    Last edited by dyslexicfaser; 2008-09-02 at 12:32 AM.
    People seemed to like this better, but only marginally so - the way one might prefer to be stabbed than shot. Optimally, one isn't stabbed or shot. Optimally, one eats some cake! But there are times when cake is not available, and instead we are destroyed. This is the deep poetry of the universe. -- Tycho Brahe

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  3. - Top - End - #3
    Bugbear in the Playground
     
    Primal Fury's Avatar

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    confused Re: Another Spirit Lord [PrC]

    This is nice. REALLY nice. And I'm like dyslexicfaser, since the only Incarnum class I'm willing to connect myself to is the Totemist. But that raises a strange issue; what happens to totemists when they use Soul Weave? Only one of their soulmelds actually binds to the soul chakra. This also raises questions about other soulmelds that don't bind to other charkras. Would the player be able to make up their own effects? Or is there just no effect at all?
    Last edited by Primal Fury; 2008-09-10 at 09:36 AM.
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  4. - Top - End - #4
    Troll in the Playground
     
    The Demented One's Avatar

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    Default Re: Another Spirit Lord [PrC]

    Quote Originally Posted by Primal Fury View Post
    This is nice. REALLY nice. And I'm like dyslexicfaser, since the only Incarnum class I'm willing to connect myself to is the Totemist. But that raises a strange issue; what happens to totemists when they use Soul Weave? Only one of their soulmelds actually binds to the soul chakra. This also raises questions about other soulmelds that don't bind to other charkras. Would the player be able to make up their own effects? Or is there just no effect at all?
    Not sure I quite understand you. The soul weaves don't actually relate to the soul chakra at all, the just kick in whenever you release the meld.

    EDIT: Oh, you mean the Soul Weave soul weave. Perhaps not the greatest naming choice on my part...that ability only lets you bind it to chakras that it can be bound to, those being the ones it has a description for.

    EDIT II: Renamed Soul Weave to Avatar Weave. /facepalm
    Last edited by The Demented One; 2008-09-10 at 09:53 AM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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