Weaver

GAME RULE INFORMATION

Weavers have the following game statistics.

Abilities:

Weavers Casts weaves with dexterity. They must have a wisdom score equal to ten plus the spell's level to cast a weave. Dexterity determines the number of weaves that can be cast. since weavers are decidedly not good at combat, constitution is good.

 

Alignment: Always true neutral

Hit Die: d4

 

CLASS SKILLS

The weaver's class skills (and the key ability for each skill) are:

Concentration (Con), Craft (Int), Handel Animal (cha), Heal (wis), Knowledge[any] (int), listen(wis), Profession(wis), Spellcraft(int), Spot(wis), Survival(wis), Swim(str), Use Magic Device(cha), and Weave(dex)

Skill points at first level: (4 + Int mod) * 4

skill points at each additional level: int + 4

 

 

CLASS FEATURES

Weapon and armor proficiency:

Weavers are proficient with the quarterstaff, but may not wield it as a dual weapon.

They are only proficient with light armor.

They are not proficient with shields

 

Spells

A weaver doesn�t cast spells per se. They form weaves. They use their distaffs to tear at the fabric of reality and reform it as they need or wish. They do not have a set weaves per day. They have a pool of �threads�. These are used to power a weave. They regain their threads by resting overnight and by participating in a morning ritual. To cast a weave, they make a weave check and add their choice of points to the total. The higher the number, the more powerful and profound the weave is. Example, �open� (a lvl 1 weave) cast on a door for 30 points, will cause the door to open. At 40 points, you may unlock and open a door. At 100 points, you may open a portal to another plane. This is just a description; actual effects are DM�s discretion. The weaver gains 1d10 + dex threads at each level. Like with HP, you gain maximum points at first level.

 

Distaff

The weaver must have her distaff to cast spells. It is considered the same as a magical quarterstaff for weapon statistics, however the weaver may not use the staff as a double weapon. The magical enhancement depends of the weaver�s level.

 

Ascension

At level 20, the weaver gains one final spell. Ascension. The weaver turns into his tribe�s totem, and he opens a gate to a different plane. This is the only way to reach this plane. They go to join the other weavers who ascended before them.

Table: The Weaver

Level

B.Atk

Fort

Ref

Will

Special

0

1

2

3

4

5

6

7

8

9

1

+0

+4

+0

+0

Distaff

3

2

 

 

 

 

 

 

 

 

2

+0

+4

+1

+1

Distaff+1

4

2

 

 

 

 

 

 

 

 

3

+1

+5

+1

+1

 

4

3

 

 

 

 

 

 

 

 

4

+1

+5

+1

+2

 

5

3

1

 

 

 

 

 

 

 

5

+2

+6

+2

+2

 

5

4

1

 

 

 

 

 

 

 

6

+2

+7

+2

+3

+2

5

4

2

 

 

 

 

 

 

 

7

+2

+7

+2

+3

 

5

5

2

1

 

 

 

 

 

 

8

+3

+8

+3

+4

 

5

5

3

1

 

 

 

 

 

 

9

+3

+9

+3

+4

 

5

6

3

2

1

 

 

 

 

 

10

+4

+9

+3

+5

+3

5

6

4

2

1

 

 

 

 

 

11

+4

+10

+4

+5

 

5

7

4

3

2

 

 

 

 

 

12

+4

+11

+4

+6

 

5

7

5

3

2

1

 

 

 

 

13

+5

+11

+4

+6

 

5

7

5

4

3

1

 

 

 

 

14

+5

+12

+5

+7

+4

5

7

5

4

3

2

 

 

 

 

15

+6/+1

+13

+5

+7

 

5

7

5

5

4

2

1

 

 

 

16

+6/+1

+13

+5

+8

 

5

7

5

5

4

3

1

 

 

 

17

+6/+1

+14

+6

+8

 

5

7

5

5

5

3

2

 

 

 

18

+7/+2

+15

+6

+9

+5

5

7

5

5

5

4

2

1

 

 

19

+7/+2

+15

+6

+9

 

5

7

5

5

5

4

3

2

1

 

20

+8/+3

+16

+7

+10

Ascension

0

0

0

0

0

0

0

0

0

1

 

 

Weave List:

 

Light, Open, Color, Draw, Read, Twist, See, Move, Stick, Grow, Understand, Speak, Heat, Fill, Sharpen, Burn, Heal, Calm, Toss, Breath, Learn, Power, Activate, Fold, Shock, Beat, Tear, Blow, Love, Shatter, Trace, Stretch, Morph, Melt, Align, Grow, Hold

9-    Ascend

 

These spells are not your standard spells. Some may have the same names as actual spells, but these are different. Think of them more as effects than spells. For each spell, the opposite effect is also possible. For example, if you can weave �open�, then you can also weave �close�. �Love� � �hate�. �Heat� � �cool�. And so on and so on.

For the most part, the weaves are as presdigitation, albeit the power of the weaves is variable.

 

Work left to be done: assigning spell levels to the weaves, deciding how many points causes what effects, playtesting.

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