Tuesday, July 23, 2019

Campaign Design - Base Classes: Mind Weaver

Mind Weaver
(adapted from the Path of Magic)

Eschewing the use of tomes or words, the mind weaver uses the sheer power of her mind to control the forces of magic and twist its arcane energies to suit her needs. In a world of powerful wizards and sorcerers, the mind weaver is as equally feared as she is revered and puzzled over.

Mind weavers tend to draw their strength from several areas. Intelligence is the most important to the mind weaver, as it determines the primary source of her arcane power. Charisma is also beneficial to the mind weaver, whether she needs to convince a sorcerer or wizard that she truly is a peer or to hide the nature of her talents to protect herself from fearful or malicious characters.

Race: Unassigned.
Alignment: Any.

Hit Die: d6.
Luck Die: d2.

Class Skills
  • Skill List: The mind weaver's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft: Any (all skills taken individually)(Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge: Any (all skills taken individually)(Int), Profession: Any (all skills taken individually)(Wis), Search (Int), Sense Motive (Wis), and Spellcraft (Int).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (2 + Intelligence modifier) x4.
  • Skill Points at Each Additional Level: 2 + Intelligence modifier.
Class Features
All of the following are the class features of the mind weaver:
  • Base Attack Bonus: Poor. A mind weaver gains +½ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A mind weaver gains +13 base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A mind weaver gains +13 base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A mind weaver gains a +2½ base Will save bonus at first level, and an additional +½ base Will save bonus per class level.

  • Weapon and Armor Proficiency: Mind weavers are proficient with all simple weapons. Mind weavers are proficient with light armor, but not with shields. Any spell failure chances for wearing a light armor apply to mind weavers who wear armor.

  • Spell Powers: A mind weaver does not cast spells in the conventional way that most arcane spellcasters might. Instead, her mind is naturally attuned to the energies that create magic. By using concentration and focus, she may use the power of her mind to manipulate these energies to create specific spell powers. Spell powers are arcane spells that function identically to the spell descriptions for arcane spells, but are cast in a different manner.

    The mind weaver is limited to a certain number of spell powers of each level per day, depending on her class level. A mind weaver must have an Intelligence score of at least 10 + the spell power's level in order to use it. A mind weaver's bonus spell powers are based on her Intelligence score. The Difficulty Class for saving throws against a mind weaver's spell powers is 10 + the spell power's level + the mind weaver's Intelligence modifier.

    Unlike wizards, the mind weaver does not use spellbooks to learn new abilities. With each new spell power level gained, the mind weaver must decide which new arcane spells she wishes to learn as spell powers as shown on the table below, Mind weavers select their spell powers from the mind weaver spell list. A mind weaver's Intelligence modifier is used to determine the number of bonus spells (if any) she may cast each day.

    Unlike wizards, the mind weaver is not required to prepare her spell powers ahead of time. She may use her spell powers spontaneously so long as she is able to cast the spell slot of the spell power level that she wishes to activate. The mind weaver may use higher-level spell power slots to activate lower-level spell powers if she chooses to do so.

    Spell powers function as arcane spells for the purpose of counterspelling, dispelling, and recognition through the use of Spellcraft skill checks. The mind weaver is not required to use verbal or material components in order to use a spell power. She only uses somatic components to activate a spell power. In the case of spells that have an experience point cost, the cost remains the same for the mind weaver. When dealing with spells with costly material components, the mind weaver must spend 1/25 of the material component's cost in experience points to activate the spell power.

  • Familiar: A mind weaver can obtain a familiar.

  • Bonus Feat: Since they weave the forces of arcane energy more freely than many other spellcasters, the mind weaver is able to more easily learn new techniques to manipulate those energies. At 1st level, the mind weaver gains a bonus feat. This feat must be a metamagic feat or the Spell Focus feat. At 5th level, 10th level, and 15th level, she gains another bonus feat, as well as gaining a final bonus feat at 20th level.

  • Armor Adaptation (Ex): The mind weaver i more adept than other arcane spellcasters at activating spell powers while wearing armor because the somatic components they learn are far less complex than those of wizards or sorcerers. At 4th level, the mind weaver reduces the arcane spell failure chance of any armor she wears by 5%. This reduction increases to 10% at 16th level.

  • Spell Power Mastery (Su): After gaining intimate knowledge and a natural awareness of the arcane energies that create spell effects, the mind weaver is capable of mastering certain elements of the different schools of magic. At 6th level, 12th level, and 18th level, the mind weaver may select a number of spell powers equal to half of her Intelligence modifier to use with this ability. From that point on, she may cast these mastered spell powers as if they had been cast with the Empower Spell feat, except that they spell power does not take up a higher level slot. All of the other requirements necessary to affect a spell power with this metamagic feat remain unchanged. Spells without random variables, for example, are unaffected by this ability.

  • Watching the Threads (Sp): With her body and mind becoming increasingly attuned to the arcane energies surrounding her, in time the mind weaver learns to actively see threads of arcane energy in the air. At 8th level, the mind weaver cam take a full round action to activate a detect magic spell-like ability that acts as the spell and has a duration of concentration.

  • Counterspelling Savant: At 13th level, the mind weaver becomes more attuned to the flow of arcane energy and can more freely manipulate its flow. When the mind weaver makes a successful counterspell attempt, she can make a Spellcraft check (DC 15 + the countered spell's level). If she is successful, she can use a spell power slot one level lower than that of the spell she is countering. if she fails the check, the spell power slot is lost as normal.

Mind Weaver
Spell Powers per Day
Level
Special
0th1st2nd3rd4th5th6th7th8th9th
1st
Spell Powers, Bonus Feat
5
3
-
-
-
-
-
-
-
-
2nd
Familiar
6
4
-
-
-
-
-
-
-
-
3rd
-
6
5
-
-
-
-
-
-
-
-
4th
Armor Adaptation 5%
6
6
3
-
-
-
-
-
-
-
5th
Bonus Feat
6
6
4
-
-
-
-
-
-
-
6th
Spell Power Mastery
6
6
5
3
-
-
-
-
-
-
7th
-
6
6
6
4
-
-
-
-
-
-
8th
Watching the Threads
6
6
6
5
3
-
-
-
-
-
9th
-
6
6
6
6
4
-
-
-
-
-
10th
Bonus Feat
6
6
6
6
5
3
-
-
-
-
11th
-
6
6
6
6
6
4
-
-
-
-
12th
Spell Power Mastery
6
6
6
6
6
5
3
-
-
-
13th
Counterspelling Savant
6
6
6
6
6
6
4
-
-
-
14th
-
6
6
6
6
6
6
5
3
-
-
15th
Bonus Feat
6
6
6
6
6
6
6
4
-
-
16th
Armor Adaptation 10%
6
6
6
6
6
6
6
5
3
-
17th
-
6
6
6
6
6
6
6
6
4
-
18th
Spell Power Mastery
6
6
6
6
6
6
6
6
5
3
19th
-
6
6
6
6
6
6
6
6
6
4
20th
Bonus Feat
6
6
6
6
6
6
6
6
6
6

Spell Powers Known
Level0th1st2nd3rd4th5th6th7th8th9th
1st
4
2
-
-
-
-
-
-
-
-
2nd
5
2
-
-
-
-
-
-
-
-
3rd
6
3
-
-
-
-
-
-
-
-
4th
6
3
1
-
-
-
-
-
-
-
5th
6
4
2
-
-
-
-
-
-
-
6th
7
4
2
1
-
-
-
-
-
-
7th
7
5
3
2
-
-
-
-
-
-
8th
8
5
3
2
1
-
-
-
-
-
9th
8
5
4
3
2
-
-
-
-
-
10th
9
5
4
3
2
1
-
-
-
-
11th
9
5
5
4
3
2
-
-
-
-
12th
9
5
5
4
3
2
1
-
-
-
13th
9
5
5
4
4
3
2
-
-
-
14th
9
5
5
4
4
3
2
1
-
-
15th
9
5
5
4
4
4
3
2
-
-
16th
9
5
5
4
4
4
3
2
1
-
17th
9
5
5
4
4
4
3
3
2
-
18th
9
5
5
4
4
4
3
3
2
1
19th
9
5
5
4
4
4
3
3
3
2
20th
9
5
5
4
4
4
3
3
3
3

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