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Fidrikon's picture
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Factor
Joined: 2004-12-19
Hopeing for feedback II

Same deal the the other thing. I need to know if its too powerful.
( Swan, Ven, and Shiido might reconize this class, dont worry, this is a far less powerful version. )

Soulweaver

The common Sorcerer is a being that using magic not from study or faith, but through an innate power.
The common Sorcerer can use his life force to fuel his spells and magic.
A Soulweaver is not your common Sorcerer.
Soulweavers are creatures of magic, usually only born as the offspring of planetouched Sorcerers, combining not only the two lines of sorcerer heritage, but the planar bloodlines as well. And even then, the birth of a Soulweaver is a rare thing.
Soulweavers have very little power to manipulate magic like their parents, that ability has, for the most part, been traded for a more powerful gift. A Soulweaver has the ability manipulate, and sometimes control, life force of others.

Adventures:
A young Soulweaver will at first be only able to sense life force, to probe. And at this point, they learn an important lesson. Each life force varies, and between races the difference can be overwhelming.
Most Soulweavers travel the planes to ‘taste’ different life forces. A Soulweaver in Sigil can drown himself in new ‘tastes’ merely by visiting a local tavern.
Good aligned Soulweavers train their powers by correcting minor twists in the life forces of others, which can mean anything from curing one mans blindness to healing the pain in a stubbed toe.
Evil aligned Soulweavers, however, are a terror to behold. They travel the planes to consume the life force of others, leaving them as soulless husks. They delight themselves by creating diseases in others; even spawning plagues which they can make themselves immune to. Such Soulweavers are the reason that many Soulweavers a feared.

Characteristics:
A Soulweaver can control the life forces of others. They have the ability to heal, and to harm. To cure diseases, and to cause them. All Soulweavers are born female. The reason for this is unknown, but some speculate that maybe something about the ability to create life is a requirement for the power to awaken.

Alignment:
A Soulweaver can be of any alignment, but many favor the chaos of life over imposed rules.

Religion: Most Soulweavers worship Boccob, or none at all. Although some of the more sadistic Soulweavers worship Wee Jas.

Background:
During puberty, a Soulweaver’s power will begin to manifest, and usually take no longer then five years to reach full potency. Like a Sorcerer, a young Soulweavers powers are random, and can be sometimes fatal. But with its Sorcerer parents, a Soulweaver is often taught to control its power, to a degree. However, the powers of a Soulweaver are different than that of a Sorcerer, and there can be accidents.

Races: A Soulweaver can exist in any race that can be planetouched. Although, most have mainly human, elf, Teifling, or Aasimar. Although a half elemental is possible, there have been no recorded occurrences of such.

Other classes: Soulweavers get along very well with Sorcerers and Bards, while wizards seem to avoid Soulweavers. Soulweavers are very interested in druids, for their ties to nature, and to life. They are attracted also, although to a lesser degree, to rangers. They don’t particularly like paladins, but there is no dislike their either.

Role: A Soulweaver doubles as both a spellslinger fighter and as a moderate healer. They are perfect for groups lacking a Cleric, and are even useful for a backup in case the Cleric bites the dust.

Game rule information:

Abilities: A Soulweaver has charisma-based spells. But benefits from a high DEX and CON score like a wizard.
Alignment: any
Hit die: d6

Class skills:
Concentration, Craft, Handle Animal, Heal, Knowledge (arcana), Knowledge (the planes), Profession, Sense Motive, Slight of Hand, Spellcraft

Class Features:
Weapons and armor prefecientcies:
Soulweavers are proficient with light armor, all simple weapons, and the rapier.

Spells: A Soulweaver casts as a divine spellcaster, chosen from the list below. All spells she is able to cast are known to her, and require no preparation beforehand.
A Soulweaver’s spells are charisma based, and she is required to have a charisma score equal to 10+ the spells level (10 for 0 level, 11 for 1st level...)
The Save DC for a Soulweavers spells are 10+ the spell level + the Soulweaver’s charisma modifier.

Level BAB fort ref will special
1 +0 +2 +0 +2
2 +1 +3 +1 +3
3 +1 +3 +1 +3
4 +2 +4 +2 +4 Turn/rebuke undead
5 +2 +4 +2 +4
6 +3 +5 +3 +5 transference I
7 +3 +5 +3 +5
8 +4 +6 +4 +6
9 +4 +6 +4 +6
10 +5 +7 +5 +7 Transference II
11 +5 +7 +5 +7
12 +6/+1 +8 +6 +8
13 +6/+1 +8 +6 +8 Venom immunity
14 +7/+2 +9 +7 +9 Transference III
15 +7/+2 +9 +7 +9
16 +8/+3 +10 +8 +10
17 +8/+3 +10 +8 +10 Timeless body
18 +9/+4 +11 +9 +11
19 +9/+4 +11 +9 +11
20 +10/+5 +12 +10 +12 Disease immunity

Spells per day----------------------------------------------------------------------------------------------
Level 0 1 2 3 4 5 6 7 8 9
1 3
2 4 1
3 4 2
4 5 2 1
5 5 3 2
6 5 3 2 1
7 5 4 3 2
8 5 4 3 2 1
9 5 5 4 3 2
10 5 5 4 3 2 1
11 5 5 5 4 3 2
12 5 5 5 4 3 2 1
13 5 5 5 5 4 3 2
14 5 5 5 5 4 3 2 1
15 5 5 5 5 5 4 3 2
16 5 5 5 5 5 4 3 2 1
17 5 5 5 5 5 5 4 3 2
18 5 5 5 5 5 5 4 3 2 1
19 5 5 5 5 5 5 5 4 3 2
20 5 5 5 5 5 5 5 4 3 2
Turn/rebuke undead:At level 4, Soulweavers gain the ability to adjust the artificial life energies that sustain an undead creature. They can turn or rebuke at any time, not having to choose one, like a cleric must. However, dealing in both makes each weaker, having only half the power. This means that a Soulweaver Turns and Rebukes as a Cleric of half her level.

Transference: Soulweavers has the ability to directly affect life force. At I, a Soulweaver can take an amount of life (1d10 + charisma modifier) from any person it can touch (must make a touch attack for unwilling participants) and use it to either heal herself, or a party member that she can also touch. A Soulweaver can store the energy for later use, such as if the hurt party member is not within touch range, but for every round that the energy is stored, 1d4 of it dissipates, the Soulweaver absorbing 1hp from it if the lost amount is 3 or 4.
At II, the Soulweaver gains the ability to displace heat. For example, a soul weaver can leech the heat out of a pool of water, freezing it (and entrapping any creatures within it) and use that same heat to create a fire, as if using the produce flame spell. If used by an imaginative Soulweaver, this can be devastating. Heat energy cannot be stored. Both the abilities from I and II can now be drawn from, and used upon (in case of healing) any creature (or source) in 10ft.
At stage III, A Soulweaver gains the ability to convert health energy to fire, and vice versa.
For the Transference ability to work, a Soulweaver must make a Concentration check (DC 17 for I, 20 for II, and 23 for III). If the concentration check is failed, there can be no further transference attempts in the next 1d4 hours.
Unwilling targets can resist having their life force drained with a successful fortitude save.

Venom immunity: At 13th level, a Soulweaver has mastered her manipulation of life force so much that she can instantly negate any poison she has resisted with a successful fortitude save in the past.

Timeless body: at 17th level, a Soulweaver can effectively stop the effects of aging in its own body, but will die when they usually would. They gain no penalties for aging.

Disease immunity: at this point, a Soulweaver’s ability to manipulate their own life force has reached such a mastery that it can negate all normal and supernatural diseases.

Soulweaver spell list:
Level 0: Daze, Cure minor wounds, Detect magic, Detect poison, Disrupt Undead, Inflict minor wounds, resistance, Touch of Fatigue, virtue
Level 1: Bane, bless, Color spray, Cure light wounds, Deathwatch, detect undead, endure elements, inflict light wounds, Magic Missile, Ray of enfeeblement
Level 2: Aid, Bears Endurance, Bulls Strength, Cure moderate, Death Knell, Delay poison, Eagles Splendor, Hold Person, Inflict moderate wounds, Remove Paralysis, Resist Energy, Lesser Restoration
Level 3: Animate Dead, Blindness/Deafness, Contagion, Cure serious wounds, Dispel magic, inflict serious wounds, Remove blindness/deafness, Remove Disease, Speak with dead, Water walk, Vampiric touch
Level 4: Confusion, Cure critical wounds, Death ward, Inflict critical wounds, Poison, Restoration, shout
Level 5: Break enchantment, Cure light wounds- mass, Inflict light wounds- mass, Magic jar, Slay living, Spell resistance
Level 6: Antilife shell, Bears endurance-mass, Bulls strength-mass, create undead, Cure moderate wounds- mass, Eagles splendor-mass, Harm, Heal, Inflict moderate wounds-mass, Undeath to Death
Level 7: Cure serious wounds-mass, Destruction, Inflict serious wounds-mass, Regenerate, Restoration- greater, Resurrection,
Level 8: Cure critical wounds-mass, Horrid wilting, Inflict critical wounds- mass, Trap the Soul
Level 9: Energy drain, Heal-mass, Implosion, Soul

Krypter's picture
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factotums
Joined: 2004-05-11
Hopeing for feedback II

I like the idea of a class that manipulates soul energy, something that seems to be lacking in D&D in general. In my game I have a Soul trait that is very similar to hit points, but is used to defend against attacks like life-leeching, energy drain from undead, lifeforce stealing swords and spells, and similar effects. I'm just not sure how you can justify energy transference (cold to heat) as a "soul" effect.

The soulweaver looks like a good idea, but I can't really judge whether it's balanced within the 3E framework. Good enough for me, though.

Fidrikon's picture
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Factor
Joined: 2004-12-19
Hopeing for feedback II

Quote:
I'm just not sure how you can justify energy transference (cold to heat) as a "soul" effect.

You cant.

But, remember, while being soul manipulaters, they still are, in part, Sorcerers. They still have an innate knack for the Arcane. The Health part of transferance is for the soul part, but the heat-cold part is tyed with their arcane nature.

At the third stage, Transeferance is a mix of both their soul powers and their Arcane manipulation.

And I realized i didnt put this in before, when drawing from your environment, (aka from water, from nearby fires, from the desert sands...) You can take as little or as much as you want, but
A) You must take enough heat to have a noticable effect, such as a chill in the air
B) you can only freeze a 4foot cube of water, max
and C) You can still only do as much damage by projecting that heat as a produce flame spell.

Also, when taking heat from a living creature, you do the same amount of damage as if you were stealing his life force ( 1d10+chr mod)
However, if you take more HP then the creature has, he freezes solid. Not game changing, but lets you have some fun shatting corpses after the battle. :twisted:

Elethíus's picture
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Namer
Joined: 2004-05-11
Hopeing for feedback II

"Krypter" wrote:
I'm just not sure how you can justify energy transference (cold to heat) as a "soul" effect.

It's not the cold/heat thing that's bothering me. The soul comes from the Positive Energy Plane for most beings, right? And is not that plane a place of vibrant energies, as opposed to the cold bleakness of the Negative? However, I kinda have a problem with that cold an heat manifesting themselves through fire and ice. Perhaps purely positive/negative energy effects seem more in place. Because the effects of Transference look more tied to Fire and Water/Ice to me.

Know, though, that a character witht his much acces to healing magicks van be vastly overpowered. I'm not really somebody to judge the balance of a class, but I think a sorcerer with acces to healing spells is vastly superior to clerics.

Maybe you could tie in a chance of overchanneling elemental energies. Perhaps the character could risk becoming a living vortex to either the Positive or Negative for certain amount of time (think Ignus from Planescape: Torment).

Nice job, though.

Fidrikon's picture
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Factor
Joined: 2004-12-19
Hopeing for feedback II

Juist a quick response that that last post:

to clear up one point, he's not really aSorcerer with healing magics, he more of a healer with minor access to the arcane.
The bulk of his firepower is made up of his... um.... anti-healing spells?
You know, contagion, all the inflicts...

as for the living vortex thing, intresting. A Positive energy joined would be the ultimate creature of healing. ( resurection for everybody, yay!)
but a negetive enrgey vortex.... *shudder*

cool idea though, might even be cool as a vortex prestige class for arcane spellcasters. You know, when you meet the requirnments, you can perform the ritual , ang join youirself with an elemental plane of your choice.
It be like having an elemental as a character, and as a wizard....
?

sphagetti man's picture
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Joined: 2004-12-21
Hopeing for feedback II

Thats sounds like the ooze master prestige class

Elethíus's picture
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Joined: 2004-05-11
Hopeing for feedback II

"Fidrikon" wrote:
to clear up one point, he's not really aSorcerer with healing magics, he more of a healer with minor access to the arcane.

Perhaps not, but he casts as a sorcerer, right? The ability to cast such a huge number of healing spells a day alone makes him really powerful.

"Fidrikon" wrote:
as for the living vortex thing, intresting. A Positive energy joined would be the ultimate creature of healing. ( resurection for everybody, yay!) but a negetive enrgey vortex.... *shudder*

When thinking Positive Energy Vortex, I was thinking more along the lines of massive healing for everybody around, plus temporary hit point. And then, people start explodin'. Y'know, messy stuff. Would be a real bitch since the character would not be able to control his chanelling abilities when a vortex is open.

And then, of course, you have the Negative version. Finding drawbacks to that shouldn't be that hard. Of course, you cold lways add spontaneous animation of nearby corpses (none of which are under the control of the character, of course).

Fidrikon's picture
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Factor
Joined: 2004-12-19
Hopeing for feedback II

Cast as a sorcerer?

No...

he cant learn arcane spells the way a sorcerer can. He casts like a druid(or a cleric) he learns all spells that he can cast as soon as he is able, he can only choose from the spells he has. While most are soul manipulation, he has a few arcane spells thrown in there due to his sorcerer heritage.

Elethíus's picture
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Oi, this berk don't prepare spells as a sorcerer, then?
'Cuz if tha's the case, forget everything I said referring to crunchyness.

Musta been that last visit to Xaos. Me mind keeps playing these damned sodding tricks on me.

sphagetti man's picture
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Joined: 2004-12-21
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Krypters got a good idea each side should have a certain drawback like good needs to make a equivelent exchange in the life forces and a negative has give a little of his own to use higher power spells

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