World:Wavermoth/Wavermoth Classes/Soul Weaver

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Wavermoth/Wavermoth Classes/Soul Weaver Index

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Soul Weaver

An Ancient and Esoteric group, the Soul weavers originated on the plane of Wavermoth where magic is a volatile and rare thing. The Soul Weavers Found that Ones soul and it connection between it and the body and mind may be strengthened with meditation and exertion. They then learned how to mold and shape ones soul through a Process they call "Weaving". These "Weaves" create effects that are similar to magic, bu without so much of the risk that comes with casting magic in Wavermoth. The Eldest Weavers, the ones that had known the world since before magic was destroyed and made this dangerous amalgam of ruptured forces, They knew secrets of the soul. A Secret that allowed a Soul weaver to split ones own soul. This was a dangerous practice and they made sure that it was not taught lightly. Soon the practice of Soul weaving took a Second seat to this practice of Soul splitting. Over time it became one of the first things taught. And now it has been made into a skill that is a Deadly powerful Boon to all Soul weavers

Soul Weavers are Divided into class. The Grand weaver, The most powerful weaver of the age, This class is chosen when a Weaver challenges the Grand Weaver to a duel. The duel is decided by strength of soul, only the use of Soul weaves and companions are allowed. The Weaver lords, The council of Soul weavers that govern the tutelage of new Weavers. The Weavers of Light, These are the Weavers that protect the temples of the Weavers. These are combat specialists and their companions are DEADLY, Raging Barbarians might be brought to their knees before them if unprepared. The Weavers of the Red mist, These are the weavers that have fallen to the path of evil. These weavers have their own temples and their own Versions of the Above classes.


Soul Weavers Travel the land after training to find a Town or small city to Guard, either secretly or in full knowledge of the town or city. Though a Fair few weavers will find themselves having the need to travel and discover new things and new creatures. Elves Take this to be something akin to Wanderlust. As it is a seemingly insatiable feeling to see what else there is out there.


Soul Weavers are not fierce fighters or powerful magic users. They are instead in the middle line, able to fight when needed and able to provide support in the realm of magical effect. They are able to create a companion from their very soul to fight for them should they wish it. When one meets a soul weaver in battle, knowing what he is going to do next is always a mystery.


A Soul Weaver excels at Splitting his soul. Something That no matter mow hard you try does make you lose one part of yourself. And as such they are limited to one alignment extreme, Law, Good, Evil, Chaos. The other half of their alignment must be neutral. Neutral Good, Neutral Evil, Lawful Neutral, Chaotic Neutral.


Soul Weavers My worship any deity they wish. However more often than not they go without religion and Believe in the power of one's own soul.


Any Race may become a Soul weaver with the proper training. Though the issue arises with finding a Weaver that will train you. The Red mist will Train any willing to overthrow the old order, where the old order must deem a soul worthy of learning. This may take years before one may train.

Other classes

Soul Weavers Get on Well with most Classes. To the fighter they proved a Steady backup. To Scouts they proved something to keep the enemy busy. The Druids find it admirable at how close to nature the Soul weaver can be. There is however contention within their own ranks. Other soul weavers often try to prove themselves against one another.

There is one Group that Soul weavers of all stripes Contend with utmost hatred. Even the Red mist will not speak with them. The Reavers. The Weavers hunt the Evil cold willed Reavers and will do their best to destroy any that they see.


Important abilities

The important abilities are different for each soul weaver. Strength is important if the soul weaver expects to get into any sort of combat personally. Dexterity is important for all soul weavers as they cannot wear armor. Wisdom is important for the soul weaver that feels he must have several companions. Charisma is important for the soul weaver who wishes his Weaves to be especially potent. Constitution helps the fact that Soul weavers have fewer Hitpoints. Intelligence is important for a skillful Weaver. So it is up to the weaver to decide where he wishes to excel.

Class table

Soul weaver - Hit Die: d6
Level BAB Saving Throws Special Abilities Soul Weave's Known Soul Split Allotment
Fort Ref Will
1 +0 +2 +0 +2 Soul Companion 0 1
2 +1 +3 +0 +3 Special Ability 0 1
3 +2 +3 +1 +3 Soul Weave (Least) 1 1
4 +3 +4 +1 +4 Fast Healing/1 1 1
5 +3 +4 +1 +4 2 1
6 +4 +5 +2 +5 Special Ability 2 2
7 +5 +5 +2 +5 3 2
8 +6/+1 +6 +2 +6 Fast Healing/2 3 2
9 +6/+1 +6 +3 +6 Soul Weave (Lesser) 4 2
10 +7/+2 +7 +3 +7 Special Ability 4 2
11 +8/+3 +7 +3 +7 5 3
12 +9/+4 +8 +4 +8 Fast Healing/3 5 3
13 +9/+4 +8 +4 +8 6 3
14 +10/+5 +9 +4 +9 Special Ability 6 3
15 +11/+6/+1 +9 +5 +9 Soul Weave (Greater) 7 3
16 +12/+7/+2 +10 +5 +10 Fast Healing/4 7 4
17 +12/+7/+2 +10 +5 +10 8 4
18 +13/+8/+3 +11 +6 +11 Special Ability 8 4
19 +14/+9/+4 +11 +6 +11 9 4
20 +15/+10/+5 +12 +6 +12 Fast Healing/5 9 4

Class skills - Balance, Concentration, Craft, Heal, Handle animal, Intimidate, Knowledge (Arcana), Knowledge (Religion), Knowledge (Nature), Listen, Profession, Sense motive, Spot, Survival

Skill points per level - (3 + Int mod) x 4 at first level and (3 + int mod) at every level after first.

Weapon and armor proficiency - Soul Weavers are trained in very few things save for Soul Weaving - but even a Soul Weaver knows that one must be able to protect oneself. Therefore, they are trained in the use of the All simple Weapons and The Whip or one Martial weapon of their choice. They are not proficient with any armor, but they are proficient with all shields except tower shield. Because the soul must be allowed to flow from the body, armor's arcane spell failure chance applies to Soul Weaving. Shields, on the other hand, do not affect Soul Weaving.

Fast healing (SU) - Upon attaining 4th level ,the Soul weaver can manipulate his physical form to match his spiritual one and thus gains Fast Healing 1. At 8th level and every four class levels after, the Fast Healing increases by one point (Fast Healing 2 at 8th level, Fast Healing 3 at 12th and so on).

Soul Companion (SU) - Beginning at first level a Soul Weaver gains the ability to take a piece of his soul and shape it into an creature using the Formula below. Once a Soul Companion's form is chosen, it takes 10 hours to create. Once created, a Soul Companion can be summoned as a standard action that does not provoke attacks of opportunity, and dismissed as a Full round action that provokes at attack of opportunity. However, to Dismiss the Soul Companion, the Soul Weaver must be in physical contact with the Soul Companion. The Soul Companion Can only be reformed in a ritual that takes 1 hour per SR of the former companion. However The soul companion may be augmented and changed slightly, Following the system below. The time to do so is calculated by taking the new SR of the creature and subtracting the Soul weavers WIS modifier, the remaining number is the amount of hours it takes (Min 1). The SR for a companion may not exceed Class level+2. The Soul weaver may learn new forms for his soul companion, however this new form, and each consecutive form, have their SR maximum's reduced by 2. This drop is cumulative ( 2nd at -2 SR, 3rd at -4 SR, 4th at -6 ETC). The maximum amount of forms the Soul weaver may learn is equal to his Wisdom modifier. The Spirit Companion May be summoned in any form that is known to the Weaver. The Weaver if he has the proper Soul slot allotment may summon the multiple forms at once but never the same form more than once. A Soul companion may shift between forms as a Standard action that does not provoke Attacks of opportunity. (SR Means Spirit Rating.)

When a Soul weaver summons his soul companion he and the Soul companion Take on this new ability.

Communal Being (Su): Only one of the Communal Beings can take a Full Rounds worth of Actions (make a full attack, take a standard action & a move action, or cast a spell or use an ability taking 1 full round). The other Communal Beings (Limited by Soul slot Allotment) can only make a single Move or Standard Action. However, all can take a 5 ft step (when appropriate) or make Attacks of Opportunity.

Each Soul Companion uses one of the Soul Weaver's Soul Splits (indicated on the class table) While it is summoned.

If a Soul Companion reaches 0 HP it is destroyed, and the Soul Weaver takes 1d6 CON damage and 1d4 CHA damage that cannot be healed for a number of days equal to Half the Soul weavers level. This damage is cumulative. So you have 3 Soul Companions and the first one is destroyed, the Soul Weaver takes 1d6 CON and 1d4 CHA damage, and his level is 11, That damage cannot be healed for 11 days. If another companion is destroyed on the same day, the Soul Weaver suffers the ability damage anew. The Destroyed Soul companion may be reformed over the time it takes to heal the ability damage. The reformation requires 1 hour of meditation each day while you are recovering.

When a Damaged Soul companion is dismissed, You take half the damage it has absorbed, with a Fortitude save equal to 10+1/2 your Class Level+Your Charisma Modifier, or be sickened for 1 hour. You also must make a Save to avoid taking on any effect that the Companion was under, although you get a +2 Bonus because of it's indirect nature. In addition, if the effect it was under could not have normally targeted/affected you, you get an additional +2 on the save. Likewise When the Companion is dismissed an Effects it had created or caused through its own means are dispelled/negated. Any equipment a Corporeal Soul companion had when dismissed is left behind to be taken by the Soul weaver.

To Create your companion. You must use the following system. Each ability you add will affect the SR of your companion to a Varying degree. You are limited in the abilities you may add to a form by your CR limits. Your companion may be Augmented by a New ability you witness at the DM's discretion and SR allotment.

The "Shape and body" of your companion can take ANY form you wish, a Dragon form companion could look like a Rage drake or a Gold dragon. As the Dragon and Giant forms are a Bit more powerful to start they start at SR 2, thus they are not as customizable as the others at first. Each Form is also going to have a standard Array of stats That will be able to be augmented at a later time.

Size does not have to be exact but it MUST be as close as possible. It is possible to have a medium sized elephant, or a medium sized Tyrannosaur. The only exception to this rule is Dragons. They MUST start at small size.

Regardless of form the Creature Has HD Equal to the Soul weavers class level. This does not effect the effective SR of the creature. When a Soul companion reaches 0 HP it is instantly destroyed.

As the Creature follows it's HD progression it will grow in size if it normally would when reaching a certain HD Amount.

An Animal form Soul companion in the form of a wolf that started at medium size, at 4 HD would grow to large size and incur all the normal changes that come with Size increase.

As Well. Any creature that starts at a Size smaller than its normal base size (Such as an elephant) will grow one size category every 4 HD until it hits it's Base size. This incurs all the normal penalties and boosts as normal. This however does not apply to dragons. Dragons only Grow in size based on their Normal HD rates. Which is determined by the type of dragon it is emulating.

As you grow your companion will also need to grow with you. As your SR limits grow you may add new abilities to the creature form you chose. These abilities must be from the list that corresponds with the Form you chose for the companion, or the General list, which are able to be taken by all companions. You may add new abilities to your creature if you have seen the ability used at least once (With DM permission), Such as a Dragons Breath weapon.

All Companions Have a Limit on the amount of Natural attacks that they may make in a single full attack based upon HD. This is to prent Hydra's and the like with more than 4 attacks per full attack from dominating at lower levels.

2 Attacks Per full attack at 1-4HD 3 Attacks Per full attack at 5-8HD 4 Attacks Per full attack at 9-12 HD 5 Attacks Per full attack at 13-16 HD 6 Attacks Per full attack at 17-20HD

Animal Form Companions

SR 1

Dragon Form Companions

SR 2

Giant Form Companions

SR 2

Magical Beast Form Companions

SR 1

Generic Ability List

The Above list of abilities may be taken by ANY form of companion assuming they can afford the SR.

Soul Weave (SP): - A Soul Weaver does not prepare or cast spells. Instead, he possesses a repertoire of attacks, defenses, and abilities known as Soul Weaves that require him to bend and shape his soul into new forms. A Soul Weaver can use any Soul Weave he knows at will, with the following qualifications: A Soul Weaver’s Soul Weaves are spell-like abilities; using an Soul Weave is therefore a standard action that provokes attacks of opportunity. A Soul Weave can be disrupted, just as a spell can be ruined during casting. A Soul Weaver is entitled to a concentration check to successfully use a Soul Weave if he is hit by an attack while weaving, just as a spellcaster would be. A Soul Weaver can choose to use a Soul Weave defensively, by making a successful concentration check, to avoid provoking attacks of opportunity. A Soul Weaver’s Soul Weaves are subject to spell resistance unless an Soul Weave’s description specifically states otherwise. A Soul Weaver’s caster level with his Soul Weaves is equal to his Soul Weaver level. The save DC for an Soul weave (if it allows a save) is 10 + equivalent spell level + the Soul Weaver’s Charisma modifier. Since spell-like abilities are not actually spells, a Soul Weaver cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual). The three grades of Soul Weaves, in order of their relative power, are least, lesser, and greater. A Soul Weaver gains knowledge of one Soul weave at level 3, which must be of the lowest grade (least). As a Soul Weaver gains levels, he learns new Soul Weaves, as summarized on the table and described below. A list of available Soul Weaves can be found following this class description, and a complete description of each Soul Weave can be found below. At any level when a Soul Weaver learns a new Soul Weave, he can also replace an Soul Weave he already knows with another Soul Weave of the same or a lower grade. At 9th level, a Soul Weaver can replace a least Soul Weave he knows with a different least Soul Weave (in addition to learning a new Soul Weave , which could be either least or lesser). At 15th level, a Soul Weaver can replace a least or lesser Soul weave he knows with another Soul Weave of the same or a lower grade (in addition to learning a new Soul weave, which could be least, lesser, or greater). The Save DC's are based on CHA.

Special Ability - At 2nd level and every 4rd level thereafter (2nd, 6th, 10th, 14th, and 18th), the Soul weaver chooses an ability from the list below.

Boosted Soul (SU) - The Soul weaver Gains a Free Ability Slot to add to his companion. This ability cannot be from its normal CR boosting list. This Ability is instead Selected from a List of abilities that Monsters have used against the Soul weaver in the last year. The DM and player work together to Tweak the ability based on power level.

Dissect the Soul (SU) - Upon taking this ability the Soul weaver gains a New Soul Split slot. This slot is added to his Total maximum.

Soul Crafter (SU) - Grant your soul companion a +4 Insight Bonus to any single stat. This Stat can be reassigned in a ritual that takes 1 hour

Extra Soul weave (SU) - Gain a new Soul weave from those available to you.

Exhale the soul (SU) - By taking this special ability you Gain the ability to Wear light armor without Failure chance for your weaves. This does not confer Armor proficiency. This cannot be taken more than once to allow for heavier armors. While in Light armor Summoning your Soul companion becomes a Full round action that provokes Attacks of opportunity.

Bonus feat - The Soul weaver may select a single feat of which he meets the prerequisites.

Soul Splitting

When a Soul Weaver creates a Soul Companion or uses certain Soul Weaves, it splits a piece of his soul to power it. A Soul Weaver has a limited amount of times he can split his soul (as indicated on the class table) which grows as he advances in the class. Therefore, a more experienced Soul Weaver can have more than one Soul Companion

Example: a 6th level Soul Weaver can create two Soul Companions. Using up his entire soul-splitting ability to create Soul Companions, however, prevents the Soul Weaver from using Augmentation Weaves as they count towards his Soul Splitting maximum.

When a Soul Companion is dismissed, the Soul Splitting Allotment is freed up. At the DM's discretion, the Dismissal of a Soul Companion may allow memory transfer.

Soul weaves

Soul Weavers choose the Soul Weaves they learn as they gain levels, much like bards or sorcerers choose which spells to learn. However, a Soul Weaver’s repertoire is even more limited than that of a sorcerer, and his Soul Weaves are spell like abilities, not spells. In addition to its grade (least, lesser, or greater), every Soul Weave has a spell level equivalent, which is used in the calculation of save DCs and for other purposes. A least Soul Weave has a level equivalent of 1st or 2nd; a lesser, 3rd or 4th; and a greater, 5th or 6th. The level equivalent for each Soul Weave is given in its description. A Soul Weaver can dismiss any Soul Weave as a standard action, just as a wizard can dismiss a spell.

Augmentation Soul Weaves

Soul Weavers learn that the soul is simply a mold that the physical self uses to create itself. By following this rule, they may take their soul and change it, thereby temporarily giving themselves a new ability for a time. These abilities range from supernatural sight to actual physical change like claws or horns. Augmentation Weaves count toward Splitting one's soul and as such are limited in the amount one may have active. Unless stated otherwise in the description, all augmentations last 24 hours or until dismissed. Each Augmentation Weave uses up one Soul Splitting slot as long as it is active.

Least Augmentation Weaves

Astral Sight See normally in darkness and magical darkness.
Legs of the spirit hare Gain bonus on Balance, Jump, and Tumble checks
Spider walk Gain Spider Climb (as the spell) and you are immune to webs
Spiritual vestment Gain a bonus to AC that effects Touch attacks as well
See the ethereal See into the ethereal plane.
Arms of the Glabrezu Grow two extra arms that grant a +4 to Grapple checks and gain a +3 insight bonus to STR

Lesser Augmentation Weaves

Spirit wings Gain a fly speed with good maneuverability.
Astral awareness Gain blindsense 30 feet.
Claws of the inner beast Grow claws that deal 1d8 damage
Transcendent visage Gain a gaze attack that deals 2d8 damage on a failed Fort save.
Coating of the Gelatinous cube Coat your skin in a slime that deals acid damage to opponents who touch you.

Greater Augmentation Weaves

Body of the spirit guard Gain a 40% miss chance
Touch of the dread wraith Gain touch attack that deals 2d6 damage and 1d8 constitution damage
Mantle of the soul Gain a +3 deflection bonus to AC

Virulent Soul Weaves

The Soul Weaver learns that the soul can be used as a weapon against any foe - you only need to know how to bend it properly for the task. This leads to discovery of the Virulent Weaves, a set of actions that, when used sparingly, will make normal men fear him, and when used with zeal and malice... can make nations revile and fear you. Certain Weaves in this category may count towards Soul Splitting, this will be noted.

Least Virulent Weave's

Spiritual vibrations Destroy objects with a sonorous hum of soul.
Soul bore Subject is effected as the Spirit Worm spell (SS)
Enrage the soul The target is forced to attack the Soul Weaver
Soul surge A tool of pure soul deal 1d6 damage and bull rushes
Shield of soul Shield floats around you as the Shield Bearer spell (SS)

Lesser Virulent Weave's

Chilling Blast 5ft area burst deals cold damage and slows
Soul Flensing deals 2d4 Damage and 1d4 CHA damage (SS)
Lancets of mist A thousand tiny needles of mist deal 4d6 damage in a 15 foot cone.
Aura blast All around you must make a reflex save or be knocked prone, regardless of save they still take 1d6 force damage.

Greater Virulent Weave's

Spirit lords gift Assume the shape of a Spirit Lord.
Lash of the soul Summon an ethereal whip that you may use as a weapon (SS)
Shape other's Soul As Baleful Polymorph