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rodrigoalcanza
Seeker

Brazil
67 Posts

Posted - 07 Jul 2014 :  01:57:38  Show Profile Send rodrigoalcanza a Private Message  Reply with Quote  Delete Topic
Hello!

I'm working on converting this prestige class for Pathfinder. I prefer to build something more like the Mystic Theurge, because I think more consistent with a priest of Mystra. I also did a mix between version 3.0 to 3.5.

What is your opinion?

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Dweomerkeeper
Prestige Class [Playtest]

Hit Die: d6.

Requirements
To qualify to become Dweomerkeeper, a character must fulfill all the following criteria:
Skills: Knowledge (arcana) 5 ranks, Spellcraft 5 ranks.
Feats: Any item creation feat, any metamagic feat, and Exotic Weapon Proficiency (shuriken), plus one of the following metamagic feats: Delay Spell, Persistent Spell, or Twin Spell.
Spells: Ability to cast 2nd level arcane and divine spells. Able to cast dispel magic.
Patron: Mystra.
Special: The character must have created at least one-magic item, whether or not of a permanent nature. The character cannot have the Shadow Weave Magic feat.
Domain: Magic or Spell.

Level Base Attack Fort Ref Will Special Spells per Day/Spells Known

1st +0 +0 +0 +1 Mantle of spells 1, Weave focus +1 level of existing spellcasting class

2nd +1 +1 +1 +1 Arcane sight, Nystul's magic aura +1 level of existing arcane spellcasting class / +1 level of existing divine spellcasting class

3rd +1 +1 +1 +2 Mantle of spells 2 +1 level of existing arcane spellcasting class / +1 level of existing divine spellcasting class

4th +2 +1 +1 +2 Supernatural spell 1/day +1 level of existing spellcasting class

5th +2 +2 +2 +3 Mantle of spells 3 +1 level of existing arcane spellcasting class / +1 level of existing divine spellcasting class

6th +3 +2 +2 +3 Supernatural spell 2/day +1 level of existing arcane spellcasting class / +1 level of existing divine spellcasting class

7th +3 +2 +2 +4 Mantle of spells 4 +1 level of existing spellcasting class

8th +4 +3 +3 +4 Supernatural spell 3/day +1 level of existing arcane spellcasting class / +1 level of existing divine spellcasting class

9th +4 +3 +3 +5 Mantle of spells 5 +1 level of existing spellcasting class

10th +5 +3 +3 +5 Cloak of mysteries, supernatural spell 4/day +1 level of existing arcane spellcasting class / +1 level of existing divine spellcasting class

Class Skills
The Dweomerkeeper’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis) and Spellcraft (Int).
Skill points Per Level: 2 + Int modifier.

Class Features
All of the following are features of the Dweomerkeeper prestige class.

Weapon and Armor Proficiency: A dweomerkeeper gains no weapon or armor proficiencies.

Spells per Day/Spells Known: Spells per Day: When a new Dweomerkeeper level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain other benef its a character of that class would have gained. This essentially means that he adds the level of Dweomerkeeper to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. If a character had more than one arcane spellcasting class or more than one divine spellcasting class before he became a Dweomerkeeper, he must decide to which class he adds each level of Dweomerkeeper for the purpose of determining spells per day.

Weave Focus: Upon adopting this prestige class, dweomerkeepers are forever barred from ever taking the Shadow Weave Magic feat. Even if the character chooses to renounce the Lady of Mysteries in favor of her dark rival, Shar, he is so attuned to the Weave that he can never fully renounce its ties. In addition, dweomerkeepers gains a +5 bonus on caster level checks to cast their spells normally within a wild magic zone.

Mantle of Spells: At 1st level, a dweomerkeeper creates a personal mantle of arcane and/or divine spells. She chooses one arcane or divine spell that she can cast, and thereafter she can convert prepared spells of that spell's type (arcane or divine) into the chosen spell, so long as the level of the spell to be converted is equal to or greater than that of the chosen spell. This ability functions just like a good cleric's ability to spontaneously convert prepared spells into cure spells. At every odd-numbered dweomerkeeper level after 1st, the character chooses another spell to add to her mantle.

Nystul's Magic Aura (Sp): At 2nd level, a dweomerkeeper can cast Nystul's magic aura (often referred to as Mystra's lingering touch) once per day.

Arcane Sight (Su): Upon attaining 2nd level, a dweomerkeeper can use arcane sight at will. This ability functions like the spell of the same name, except that its duration is concentration.

Supernatural Spell (Su): At 4th level, the dweomerkeeper is so attuned to the fabric of magic that she can manifest spell effects with almost no effort whatsoever. Once per day as a standard action, she can use any one spell with a casting time of up to 1 standard action as a supernatural ability. The spell chosen must be one that is currently available to the dweomerkeeper (that is, one that she has prepared or that she knows and has a spell slot of the appropriate level available to cast), but she can decide at the moment of casting to use this ability. The spell functions as it normally would and is expended normally, but the dweomerkeeper does not require any components, does not provoke attacks of opportunity, and ignores the target's spell resistance, just as if she were using a supernatural ability instead of a spell. At every even-numbered level after the 4th, the dweomerkeeper gains one additional use of this ability per day.

Cloak of Mysteries (Su): At 10th level, a dweomerkeeper is wrapped in a mantle of ever-flowing magic, and all metamagic feats that she currently knows or learns in the future become easier to use. The spell level increase for applying a metamagic feat to any spell drops by 1 (minimum +1 level, or +0 level if the feat already has a +0 level adjustment). For example, a quickened fireball uses a 6th-level slot (+3 levels) instead of the usual 7th-level slot (+4 levels), but a silent fireball still uses a 4th-level slot (+1 level). A spell affected by the Heighten Spell feat is unaffected by this ability.

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Thanks!

Edited by - rodrigoalcanza on 07 Jul 2014 02:14:34

Cards77
Senior Scribe

USA
747 Posts

Posted - 12 Jul 2014 :  18:36:55  Show Profile Send Cards77 a Private Message  Reply with Quote
I like it. I personally see the requirement for an exotic weapon proficiency feat to be totally pointless. That to me, is more of a flavor feat for a specific character concept, not a class concept. I think a specific metamagic feat would be more appropriate for the class, or perhaps a trait (Magic Adept)? Which could provide additional flavor, but also add a practical ability to the prestige class. One of the main things that killed PrCs in 3.0 and 3.5 was the ridiculous requirements (I am by no means saying yours are BTW), which made going into the PrC a questionable choice at best.
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The Arcanamach
Master of Realmslore

1883 Posts

Posted - 13 Jul 2014 :  00:26:53  Show Profile Send The Arcanamach a Private Message  Reply with Quote
I agree with Cards, I would handwave the exotic weapon and add either a metamagic feat or item creation feat in its place.

I have a dream that one day, all game worlds will exist as one.
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rodrigoalcanza
Seeker

Brazil
67 Posts

Posted - 14 Jul 2014 :  17:31:03  Show Profile Send rodrigoalcanza a Private Message  Reply with Quote
Yes! It's true! It makes perfect sense. I'll work on that.
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