Rystil Arden
First Post
And Dweomereater!
Code:
The Dweomereater
BAB Fort Ref Will Special Spell Points Spells Prepared
+0 +0 +2 +2 Steal Dweomer, Dweomer Pool 2 3/1
+1 +0 +3 +3 Consume Dweomer, Energy Oversurge 3 4/2
+2 +1 +3 +3 Steal Mental Formula 6 4/3/0
+3 +1 +4 +4 Multiple Theft 9 4/3/2
+3 +1 +4 +4 Drain Item 13 4/3/3/0
+4 +2 +5 +5 Selective Theft 19 4/3/3/2
+5 +2 +5 +5 26 4/4/3/3/0
+6/+1 +2 +6 +6 Diffuse Dweomer 35 4/4/3/3/2
+6/+1 +3 +6 +6 Siphoned Casting 45 4/4/4/3/3/0
+7/+2 +3 +7 +7 Diffusive Soul 58 4/4/4/3/3/2
+8/+3 +3 +7 +7 Steal Thought 70 4/4/4/4/3/3/0
+9/+4 +4 +8 +8 Co-opt Dweomer 83 4/4/4/4/3/3/2
+9/+4 +4 +8 +8 Discharge Dweomer 96 4/4/4/4/4/3/3/0
+10/+5 +4 +9 +9 Rewrite Thought 109 4/4/4/4/4/3/3/2
+11/+6/+1 +5 +9 +9 Dweomersustained 122 4/4/4/4/4/4/3/3/0
+12/+7/+2 +5 +10 +10 Dweomershield 134 4/4/4/4/4/4/3/3/2
+12/+7/+2 +5 +10 +10 Effusive Soul 147 4/4/4/4/4/4/4/3/3/0
+13/+8/+3 +6 +11 +11 160 4/4/4/4/4/4/4/3/3/2
+14/+9/+4 +6 +11 +11 Dweomervortex 173 4/4/4/4/4/4/4/4/3/3
+15/+10/+5 +6 +12 +12 Dweomerheart 186 4/4/4/4/4/4/4/4/4/4
Hit Dice: d6
Skills: 6 + Int bonus, Skill List = all PH skills except Handle Animal, Heal, Ride, and Survival
Weapon and Armour Proficiencies: As Rogue. However, despite proficiency, Light Armour still
causes Arcane Spell Failure
Spellcasting: A dweomereater casts spells which are drawn from the list of arcane spells that she has learned,
as do wizards except that she stores the knowledge of arcane spells by scribing them in tattoos upon her body.
She can prepare a number of spells per day listed above, casting them in any combination using her Spell Points
(refer to the XPH or the spell point system in UA for more on Spell Points). Bearing the cost of
power within herself can be physically taxing. Using up half of her spellpoints causes her to become fatigued,
and using up three-quarters causes her to become exhausted. As usual for Spell Points, a Dweomereater can cast
3 cantrips for free each day and then they begin to cost 1 spell point each. Int is the casting stat for the
Dweomereater, like Wizards.
Steal Dweomer: Just as Dragonlords siphon energy from the land, a Dweomereater can drain spell energy from others.
She may do so in two ways--first, she can spend a standard action and make a touch attack to siphon energy. Second,
whenever she strikes an opponent who is unaware or denied their Dex bonus to AC for any reason, she can channel this
ability into her melee attacks, siphoning energy with every successful attack. The amount of energy she can siphon
is equal to her Dweomereater level. If a Dweomereater chooses (for instance, she may choose this when the opponent
has no spell energy), she can instead deal nonlethal damage equal to 1d6 per two points of energy that would have
been siphoned. When a Dweomereater siphons energy, the result depends on what sort of spellcaster she has
victimised. For a spellcaster who prepares spell slots (like a Wizard), she steals a single spell slot of any level
less than or equal to the highest level spell that could be cast with the number of spell points she can usually
siphon (so a level 5 Dweomereater can Steal Dweomer a 3rd-level spell or lower). The caster loses a random prepared
spell of that level, and the Dweomereater gains the ability to use that spell during the next 1d6 rounds (or do
something else with it, see other abilities) or else it dissipates harmlessly. For a spontaneous caster with slots,
the same thing occurs except that the Dweomereater gains a random spell known from the victim's list of that level
and the victim can still cast that spell in any other slot of the same level, obviously. For a spell point caster
victim, the same thing occurs except that the Dweomereater steals a number of spell points up to her usual number and
gains the ability to cast a random spell of any chosen level that is pumped up to cost that number of spell points or
the victim caster's maximum number of spell points to spend, whichever is lower. In any case, if the Dweomereater
casts the spell, it functions in all cases as if it had been cast by the victim from whom it was stolen (this means
that a 1st-level Dweomereater who steals a Magic Missile of a 9th-level Wizard can use it within the next 1d6 rounds
and shoot 5 missiles).
Dweomer Pool: As a full-round action, a Dweomereater can add a currently-stolen dweomer into her Dweomer Pool before
it dissipates. It remains there indefinitely until she removes it or casts it. However, to cast it, she must make
a caster level check as if using a scroll. Failure means the spell is lost from the Dweomer Pool without effect.
A Dweomereater may have one spell in her Dweomer Pool per class level.
Consume Dweomer: As a standard action, a Dweomereater can consume a currently-stolen dweomer before it dissipates.
She regains a number of Spell Points equal to half the spell's cost (or equivalent cost for spell slots) rounded
down.
Energy Oversurge: A Dweomereater who uses Consume Dweomer may gain spell points in excess of her normal allotment,
to a maximum of 1.5x her usual spell point maximum (rounded down). When this occurs, she loses 1 spell point every
ten minutes until she is at her normal maximum or lower. Also, if she is targeted with a Dispel Magic while in an
Energy Oversurge, she loses 1d6 spell points per level of the Dispelling effect (or half that if she makes a Will
save).
Steal Mental Formula: Perhaps even deadlier to the spontaneous caster, the Dweomereater can steal the magical
formulae for a spontaneous caster's known or prepared spell. She uses her normal Steal Dweomer ability, but instead
of gaining any slots or spell points, she gains the stolen spell as a new spell prepared for 24 hours and the victim
loses the spell known or prepared until the next time they rest for eight hours. Additionally, she may spend a
full round to convert a currently-stolen dweomer into a spell prepared as if she had stolen the mental formula. If
she is interrupted during this time and fails a concentration check, the spell is instead lost.
Multiple Theft: Instead of stealing only one spell, the Dweomereater may instead choose to steal multiple spells that
add up to her spell point total.
Drain Item: The Dweomereater can drain power from a staff, wand, potion, or scroll. By consuming two charges and
spending a full-round action, she can gain the item's spell (or a random spell from the item in the case of a staff)
as if she had used Steal Dweomer. She can also expend four charges to gain back a number of spell points equal to
the amount it would take to cast the highest-level spell stored in the item.
Selective Theft: If the Dweomereater is particularly sure that a victim has a certain spell, she can attempt a
Spellcraft check, DC 15 + spell level. A success indicates that she steals that specific spell (or nothing
happens if the victim doesn't actually have the spell). A failure means the spell stolen is random, as usual.
Diffuse Dweomer: The Dweomereater can diffuse extant dweomers by touch. As a standard action, if she touches the
source of a single extant dweomer, she can make an attempt to dispel it, as Dispel Magic.
Siphoned Casting: A desperate Dweomereater can attempt to cast a spell by draining energy from local magical
sources. She must spend a full-round action (or the spell's casting time, if greater) and choose a spell. Any
target within line of effect and in Close range who can cast spells is targeted, except the Dweomereater if she
chooses not to be affected. Every target (Except the Dweomereater if she includes herself) must make a Will Save,
DC 15 + Dweomereater's Charisma bonus. Failure means that they donate a single spell point or 1st-level spell slot to
the casting of the spell--if they have neither of those things left, they suffer 1d6 nonlethal damage that cannot be
recovered until they next recovers spells. If she manages to siphon enough energy, the spell succeeds. Otherwise,
the energy is discharged within the Dweomereater violently and she suffers 1d6 nonlethal damage per point that she
drained. If she gets more energy than she needs, she can just spend them on the spell (though of course more than her
usual limit is wasted to no effect).
Diffusive Soul: The Dweomereater automatically diffuses magic sent towards her. She gains SR 10 + class level against
all spells except her own (though she can lower for other people's harmless spells as normal).
Steal Thought: When draining spells from a spellcasting victim who is out of spells, the Dweomereater can choose to
instead drain memories. She can't convert the memories into energy, so instead they are dissipated harmlessly. A
victim who has lost all memories and drained again is reduced to animal Intelligence, which may mean she cannot cast
spells any more, though she may be trained to reprepare them. Dweomereaters who enjoy this ability will sometimes
keep the resulting victims as loyal pets and spell batteries. The victim receives a saving throw (DC 16 + the
Dweomereater's Charisma bonus) to ignore this effect. The memories can be restored by Psychic Chirurgery.
Co-opt Dweomer: When using Diffuse Dweomer, the Dweomereater may instead choose to immediately shift the spell onto
herself, if she is a valid target. All other aspects of the spell (including remaining duration) remain the same.
Discharge Dweomer: When using Steal Dweomer, the Dweomereater can choose to spend an Immediate action at that instant
to discharge the spell on herself, her victim, or the point of contact between them.
Rewrite Thought: A Steal Thought, but the Dweomereater can replace the memories with memories of her own invention.
The victim may experience cognitive dissonance if the new memory seems shoddy or doesn't fit well with the real ones.
The DC to resist also increases to 10 + 1/2 class level + Charisma bonus.
Dweomersustained: As long as she retains a state of Energy Oversurge, a Dweomereater can convert the dissipating
energy to sustain herself. Time spent in Energy Oversurge no longer counts towards becoming tired, hungry, or
thirsty. If she can stay in perpetual Energy Oversurge, she need never rest (except to prepare different spells),
eat, or drink.
Dweomershield: The Dweomereater can choose to convert any amount of hit point damage from any attack into spell
point damage instead.
Effusive Soul: The Dweomereater can use Co-opt or Discharge when she successfully resists a spell with Diffusive
Soul. If she chooses to discharge the dweomer, she can select any new valid target for the spell.
Dweomervortex: A DWeomereater in a state of Energy Oversurge can spend her remaining excess energy to unleash a
whirling maelstrom of unstable magic. All dweomers except those on the Dweomereater's person that she chooses
are affected. The Dweomereater makes a dispel check against each dweomer and magic item. The dweomer's target
or the magic item's holder takes 1d6 damage per level of the dweomer (or per level of highest spell required to
make the item) and the spell is dispelled (or the item suppressed for 1d4 rounds). The maximum damage is 50d6.
A successful Will save DC 20 + Dweomereater's Charisma bonus reduces the damage to half. If she is not in a state
of Energy Oversurge, she can still unleash a Dweomervortex, but the cost is 1/4 of the Dweomereater's total maximum
spell points, the damage is capped at 30d6, the dispel check is capped at +20, and a successful Will save negates
the damage.
Dweomerheart: A Dweomereater in a state of Energy Oversurge can enter an enhanced state called 'Dweomerheart'.
Whenever she casts a spell, she pays the minimum spell point cost for that spell. However, the spell
has the effect as if she had paid the absolute maximum possible for her level. She can use up to 2 points of
metamagic for no cost, and any greater effect costs 2 less than usual. Her Spell Resistance increases by 5, and
she gains Damage Reduction 20/Magic. Also, any magic weapon that strikes her must withstand a dispel check as
if from Greater Dispel Magic cast by the Dweomereater or else be rendered non-magical for 1d4 rounds. When
Dweomerheart ends, the Dweomereater's spell points are set to 0.