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Racial Progressions
Skill Sets
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Bladeweaver Progression

Level BAB Fort Ref Will Special Seeds Known
1st +1 +2 +0 +1 Spellweaving, Seedpath 1
2nd +2 +3 +0 +1 Armored Spellweaving (Light) 1
3rd +3 +3 +1 +2 - 1
4th +4 +4 +1 +2 Spellwoven Strike 1
5th +5 +4 +1 +3 Spell Shielding +1 2
6th +6/+1 +5 +2 +3 Weavespear 2
7th +7/+2 +5 +2 +3 Seed Secret 2
8th +8/+3 +6 +2 +4 Armored Spellweaving (Medium) 2
9th +9/+4 +6 +3 +4 - 2
10th +10/+5 +7 +3 +5 Spell Shielding +2 3
11th +11/+6/+1 +7 +3 +5 Improved Spellwoven Strike 3
12th +12/+7/+2 +8 +4 +6 - 3
13th +13/+8/+3 +8 +4 +6 Seed Secret 3
14th +14/+9/+4 +9 +4 +6 Armored Spellweaving (Heavy) 3
15th +15/+10/+5 +9 +5 +7 Spell Shielding +3 4
16th +16/+11/+6/+1 +10 +5 +7 Improved Weavespear 4
17th +17/+12/+7/+2 +10 +5 +8 Greater Spellwoven Strike 4
18th +18/+13/+8/+3 +11 +6 +8 - 4
19th +19/+14/+9/+4 +11 +6 +9 Seed Secret 4
20th +20/+15/+10/+5 +12 +6 +9 Greater Weavespear, Spell Shielding +4 5

Bladeweaver Class Features

HD: d8

Prowess: 4 per level

Skills: A bladeweaver uses the Adventurer skill set and chooses one other set. A bladeweaver gains 2 plus their Intelligence modifier skill points per level.

Proficiencies: A bladeweaver is proficient with all simple and martial weapons, with all armor, and shields (but not tower shields).

Seeds: A first-level bladeweaver knows one seed and gains a new seed at fifth level and every five levels after that (at 5th, 10th, 15th, and 20th). A bladeweaver uses these seeds to craft spells using the Spellweaving ability, below. Each seed has a number of different abilities available for purchase at a certain point value, as well as having a fundamental shape and saving throw type.

Spellweaving (Su): As a standard action, a bladeweaver can craft and cast a spell. By activating this ability, the bladeweaver immediately gains a number of Spellweave Points (SP) equal to one plus half their bladeweaver level plus their Charisma modifier. These points may be immediately spent upon weaving a spell from the seeds a bladeweaver knows. Any points left over at the end of the bladeweaver's turn dissipate harmlessly.

When crafting a spell, a bladeweaver may purchase any number of abilities from seeds he knows as long as he can afford their total cost. Thus an eighth level bladeweaver with a 16 Charisma and who knows the Fire, Ice, and Hex seeds could use this ability as a standard action to obtain 8 SP. With that 8 SP, he could then cause his spell to deal 1d6 fire (for 3 SP) and 1d6 cold (for 3 SP), but would have two points left over. If he instead had an 18 Charisma, using this ability would net him 9 SP, which he could then use to cast a spell that dealt 3d6 fire (9 SP), or a different spell that dealt 2d6 cold (6 SP) and inflicted a -2 penalty to saving throws (3 SP). Any combination, therefore, is possible, as long as the bladeweaver knows the correct seeds and has enough SP.

The base shape for most spells is "Target", indicating it affects a single target within the bladeweaver's line of effect. If, when utilizing multiple seeds, multiple base shapes are used, default to the first shape present on this list: touch, ray, target, line, cone, sphere. An exception to this rule is when a seed specifically changes a spell's shape, such as the Sphere, Cone, or Line seeds.

If multiple types of saves are needed, then the target must make separate saving throws (a maximum of one for each type required) or suffer the effects tied to that save. For instance, a bladeweaver casts a spell dealing 1d6 fire (from the Fire seed) and 1d6 cold (from the Ice seed) at a second level rogue. The rogue makes the Reflex save but fails the Fortitude save. If they didn't have Evasion, the rogue would take half damage from the fire effect but full damage from the cold effect; however, since the rogue has Evasion, the rogue ignores the fire damage but takes full cold damage.

Casting a spell in this fashion provokes an attack of opportunity. The save DC for a spell cast in this fashion is 10 + 1/2 the bladeweaver's level + his Charisma modifier. Unless otherwise noted, the range on a bladeweaver's spell using this ability is 25' plus 5' per bladeweaver level.

Spellweaving is affected by arcane spell failure chance.

Seedpath: Unlike a sorceror, who may choose what seeds he knows, a bladeweaver has a limited number of options for seeds known. At first level, he selects his Seedpath, which determines which seeds he has access to.

  • Antagonist: Agile, Dispel, Fly, Teleport, Time, Word
  • Battlecaster: Agile, Fly, Force, Protect, Vigor, Weapon
  • Defender: Barrier, Conceal, Entangle, Protect, Sense, Vigilant
  • Elementalist: Acid, Earth, Electricity, Fire, Ice, Wind
  • Hexer: Cruel, Drain, Fear, Grease, Hex, Vile
  • Relic Hunter: Detect, Knowledge, Light, Runes, Sense, Survival
  • Sneak: Conceal, Freedom, Grease, Sense, Wolf, Word

Armored Spellweaving (Ex): Starting at second level, a bladeweaver begins to ignore the effects of armor on his spellweaving. He may use light armor without chance of spell failure. At 8th level, this ability improves to include medium armor and light shields. At 14th level, this ability improves further to include heavy armor and heavy shields. A bladeweaver never gains the ability to ignore the spell failure chance from a tower shield.

Spellwoven Strike (Su): At fourth level, a bladeweaver can channel his spells through his melee attacks, allowing him the ability to damage a foe with his weapon and affect them with a spell at the same time. When activating this ability (a standard action), the bladeweaver gains SP as if he had activated his spellweaving class feature and casts a spell as normal. However, he changes the shape of the spell to "melee attack with weapon". Should this attack miss, the spell is wasted. Should the attack land, the target is damaged from the weapon as normal and also suffers the effects of the spell. If the spell normally has a Reflex save, attacking in this fashion removes it. Fortitude and Will saves are unchanged. This ability does not provoke attacks of opportunity.

Spell Shielding (Su): A bladeweaver is well-versed in the inner workings of magic and therefore is better able to defend himself against them. At 5th level, the bladeweaver gains a +1 bonus on saves versus arcane spells, cartomancy, and spellwoven spells. This bonus does not apply against spell-like or supernatural abilities that mimic spells, nor does it apply against items that mimic spells--it does, however, apply against items that cast spells, like a wand. This bonus increases by 1 every five levels thereafter (to +2 at 10th, +3 at 15th, and +4 at 20th).

Weavespear (Su): At sixth level, a bladeweaver can channel his spells through a melee attack and also use them to cause his weapon to attack with a mind of its own. He flings his weapon forth, imbued with woven energies, and it flies out and returns to his grasp.

When activating this ability (a full-round action), the bladeweaver gains SP as if he had activated his spellweaving class feature and casts a spell as normal. However, he changes the shape of the spell to "30' line". All creatures within the area of effect must make a Reflex save: a successful Reflex save indicates they avoid the attack completely. If they fail the save, they are affected as if they were struck by the weapon and the spell. If the spell normally has a Reflex save, the target does not need to make a second Reflex save: one was already made to see if this ability struck. Fortitude and Will saves are unchanged.

Seed Secret (Ex): At seventh level and each six levels thereafter (13th and 19th), the bladeweaver gains the knowledge of the inner workings of one of his seeds. He selects one secret from a seed he knows. When casting a spell using his Spellweaving class feature, he may apply one or more seed secrets to spells that he casts.

In order to apply a seed secret, he must utilize the seed that the secret is associated with: therefore, a bladeweaver could not cast a spell that dealt 2d6 cold damage (using the Ice seed) and apply the Fire seed's Igniting secret to the spell. However, if the spell dealt 2d6 cold damage (using the Ice seed) and 1d6 fire damage (using the Fire seed), the sorceror could apply the Igniting secret.

To apply a secret, a bladeweaver spends 1 SP when casting the spell. A secret may only be applied to a spell once.

Some secrets can be learned from multiple seeds. If this is the case, you must only learn the secret once to be able to apply it to any applicable seeds, and may only apply it once even if you use two or more of the parent seeds in a spell. For instance, if you learn the Strong secret from the Fire seed, you may apply the Strong secret when using the Acid seed, and when using both the Acid and Fire seeds you may only apply the Strong secret once.

Improved Spellwoven Strike: This ability functions as the Spellwoven Strike ability, except that the bladeweaver can imbue his attacks with spells during a full-attack action.

Improved Weavespear: This ability functions as the Weavespear ability, but can be used as a standard action and creates a 45' line.

Greater Spellwoven Strike: This ability functions as the Spellwoven Strike and Improved Spellwoven Strike abilities, except that all spell effects last until your next turn. As such, they inflict their effects on targets you strike with an attack of opportunity. The bladeweaver also improves the size of damage dice from their spell effects while using their Spellwoven Strike, Improved Spellwoven Strike, or Greater Spellwoven Strike abilities by 1 (from 1d4 to 1d6, from 1d6 to 1d8, etc).

Greater Weavespear: This ability functions as Improved Weavespear, but is usable as an attack-equivalent action (so that one can perform a full-attack with this ability). The size of the line effect is also increased to 60'.

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