Patternweaver- prestige class, only illusionists need apply!

the Jester

Legend
Some of you have seen a few of my other illusionist-only prestige classes before... here's version one of another: the patternweaver.

One caveat: there aren't many Pattern subschool spells at this point, though I have a few more in my campaign; fleshing this guy out demands more. But that's another story! Anyway, here goes....



The Patternweaver
Some illusionists choose to focus their abilities even more specifically than on their chosen school. There are many subschools of illusion, and each has distinct features and can lend itself to particular methods of enhancement and specialization. Those who focus on the Pattern subschool sometimes take their discipline to new levels and become patternweavers.
Hit Die: d4
Prerequisites: To become a patternweaver, a character must be a specialist in the Illusion school of magic. In addition, she must have the following skills: Spellcraft (9 ranks), Craft (weaving) (6 ranks), Knowledge (arcana) (9 ranks). She must have the following feats: Craft Wondrous Item, Spell Focus (illusion), and Spell Mastery (must include mastery of at least one Pattern spell). Finally, she must be able to cast one spell of the Pattern subschool of each level, 1st through 3rd.
Class Skills: Alchemy (int), Bluff (cha), Concentration (con), Craft (int), Intimidate (cha), Knowledge (int), Perform (cha), Search (int), Sense Motive (wis), Spellcraft (int), Spot (wis). Skill points per level: 2 + int bonus.
Base Attack: Poor (as wizard)
Good Saves: Will
Poor Saves: Fort and Ref

Level Special Abilities
1 Pattern Focus, +1 caster level
2 Lasting Weave, +1 caster level
3 Deep Weave, +1 caster level
4 See Patterns, +1 caster level
5 Break Patterns, +1 caster level
6 Greater Pattern Focus, +1 caster level
7 Expanded Patterns, +1 caster level
8 Patterns Beyond Patterns, +1 caster level
9 Bondweaving, +1 caster level
10 Mazeweaving, +1 caster level

CLASS FEATURES
Weapon and Armor Proficiency: A patternweaver gains no new armor or weapon proficiencies.
Spells: At every level, the patternweaver gains one level of spellcasting ability as an illusionist. However, at least one of the spells learned from advancing a level must be an Illusion (Pattern) spell.
Pattern Focus: The DC to resist any Pattern spell cast by the patternweaver increases by two. This stacks with any Spell Focus or similar feats the character has in the Illusion school
Lasting Weave (Su): Any Pattern spell cast by the patternweaver lasts an extra two rounds, even if concentration is normally required to maintain it.
Deep Weave (Su): Pattern spells cast by the patternweaver are harder to dispel. They are treated as if the patternweaver’s caster level was four higher than it actually is for purposes of resisting dispelling attempts.
See Patterns (Su): A patternweaver can look at some items and see the patterns that once existed. For example, a patternweaver can look at a shattered piece of pottery and see it as it was when it was whole. She can examine a mosaic with many pieces scattered about the floor and see it as if it were newly made. She can look at an obelisk worn by time and the elements and see the worn away inscriptions. A patternweaver cannot see through objects, nor can she perceive the patterns of something if the majority of its substance is not present; so if the majority of a piece of broken pottery has been swept away and only a few pieces remain, she cannot see the pattern of it. This ability requires a full round of concentration, but may be used at will.
Break Patterns (Su): The patternweaver can attempt to unravel the Pattern magic of others. Thrice per day as a free action, the patternweaver may attempt to dispel any pattern magic just as if she had cast a dispel magic spell at it. This ability cannot be readied as a counterspell.
Greater Pattern Focus: The DC to resist Pattern magic of the patternweaver increases by four, supplanting her Pattern Focus ability.
Expanded Patterns: A number of spells that are not typically a part of the Pattern subschool of magic are now considered to be Patterns for the patternweaver. These include the following: all Wall spells, all Web spells, Glitterdust, Maze, all Prismatic spells, Ensnarement, Lesser Planar Binding, Planar Binding, and Greater Planar Binding.
Patterns Beyond Patterns: The patternweaver’s understanding of Pattern magic is so great that she learns to weave reality into her spells. Her Patterns are no longer considered to be mind-affecting effects.
Bondweaving (Sp): Twice per day, as a standard action, the patternweaver can weave a net of colors around a victim within close range (25’+5’/2 patternweaver levels). The victim must make a Reflex save (DC20+int bonus) or be entangled for 1 round/level. A strength or escape artist check with a DC equal to the Reflex save DC, will free the victim.
Mazeweaving (Sp): The patternweaver may cast a Maze spell once per day as a free action.



(By the way, I did this fellow up without any of my books- a little tricky in a few areas, so forgive anything I missed like obvious choices for class skills and please gimme that feedback! Until I retrieve my books you folks are my greatest resource.)


[edited to add skill points per level... thanks Crothian!]
 
Last edited:

log in or register to remove this ad

Very nice. A few questions/comments type things.

1) What's your fascination with illusionist? Nothing wrong with it, just an innocent question (if such a creature exists).
2) How many skill points? 2 + Int?
3) What if the caster already knows all the pattern spells when he gains a level? For instance my total spellcasting level becomes 8, but I already know all the pattern spells from levels 1-4. Do I just learn one new spell then?
 

Crothian said:
Very nice. A few questions/comments type things.

1) What's your fascination with illusionist? Nothing wrong with it, just an innocent question (if such a creature exists).

Heh... well, they're a classic! It has to do with the fact that there was never a 2e Complete Book of Illusionists, and there was one for necromancers. I always thought there needed to be one for the illusionist-lovers too! They've got the most variable and creative spells- and they require the most work to play and to adjudicate. I've been considering pitching a Quintessential Illusionist book to Mongoose, too.

2) How many skill points? 2 + Int?

Oops! Yup, 2/level... I'll go edit that in.

3) What if the caster already knows all the pattern spells when he gains a level? For instance my total spellcasting level becomes 8, but I already know all the pattern spells from levels 1-4. Do I just learn one new spell then?

Make up a new one! That's why I inserted the caveat about the subschool needing some fleshing out. In my campaign, if a wizard or sorcerer pc writes up a new spell and runs it by me (and gets approval for it), I'll let him take it as one of his "level up" spells.

Thanks for the feedback!
 


Well, the only spells I've converted to 3e format that are patterns are below; there may be others in the stuff at a friend's house... aargh, I need to go get that stuff back!!!

MALFORD’S HELL ON EARTH
Illusion
(Pattern) [Mind-Affecting]
Level: Wiz/Sor 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100’+10’/level)
Area: 30’ radius spread
Duration: 1 round/level
Saving Throw: Will disbelief
Spell Resistance: No
This spell causes hell to erupt around creatures within the area. Geysers of magma, fire and brimstone, flying devils, black skies, jagged mountain ranges in all directions, horrible screams- all of these are created by the spell. Creatures within the spell cannot see or hear out of the area of effect unless they first successfully disbelieve.
Material component: a bit of sulfur.

VERTIGO
Illusion
(Pattern) [Mind-Affecting]
Level: Wiz/Sor 2, Brd 2, Dimensionalist 1
Range: Medium (100’+10’/level)
Components: V, S
Casting Time: 1 action
Targets: Up to one creature/level, no two of whom can be more than 20’ apart
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
The targets become dizzy and vertiginous. You can target a total HD equal to your level (maximum of one per level). Victims suffer an enhancement penalty of 1d6+1/2 levels to dexterity for the duration. They must also make a Concentration check to cast a spell (DC17). Each round at the start of its turn each victim must also make a Balance check (DC10) or fall to the ground for the round.


There are more that would qualify once a patternweaver reaches 7th level (Acid Web, Iceweb, Wall of Hate, Wall of Honey) but since these aren't strictly patterns I'll leave them out for now.


[edited to change vertigo to an enhancement penalty]
 
Last edited:




the Jester said:


My basic assumption there was 15+2 for vertigo's level.

I see. Most Concentration checks seem to have a base number and tthen add the spell level of the spell being cast is all.
 


Remove ads

Top