The Wizard's Cat!

Tuesday, June 18, 2013

The new Pathfinder Tales novel, The Wizard's Mask, is getting ready to ship out to stores and subscribers! Folks have been asking us for years when we planned on releasing an Ed Greenwood Pathfinder novel, and it's hardly surprising—after all, Ed is responsible for both the Forgotten Realms and Elminster, his wizardly alter-ego who's without question one of the most recognizable characters to come out of fantasy RPGs. Now, at last, all those Greenwood fans will finally get to see what happens when Ed's turned loose in Golarion for a complete novel, and I can safely say that The Wizard's Mask is chock-full of all the crazy action, witty repartee, and detailed world building you'd expect!

The Wizard's Mask is set in the middle of the conflict between authoritarian Molthune and rebellious Nirmathas, with the heroes caught up in a deadly game of espionage and magical missions, and you can read more about it here or check out a brand new free story featuring Tantaerra, the halfling half of its protagonist duo, on the weekly web fiction. Yet the thing I want to talk about today isn't the heroes or their quest, but that awesome cat on the novel's cover!

You see, fiction isn't the only way Ed Greenwood's contributed to the Pathfinder campaign setting. Way back in the Kingmaker Adventure Path, we brought Ed in to help suggest monsters for that AP's bestiary. He came up with a bunch of crazy stuff, but one that stuck in everybody's heads was the dweomercat from Pathfinder Adventure Path #36, a First World creature attracted to magic that has the strange ability to teleport whenever it's targeted by a spell. Naturally, when it came time for Ed to plan out a novel, we were all excited to see the dweomercat step back into the spotlight.

Though native to the First World, dweomercats sometimes pop up in particularly magical areas of the Material Plane as well, having followed the metaphysical scent of magic through planar rifts. While I don't want to give any spoilers about the book, it's safe to say that you'll be seeing plenty of these furry magic junkies in The Wizard's Mask, and they're not nearly as cuddly as they look...


Illustration by Damien Mammoliti

Dweomercat CR 7

XP 3,200
CN Medium magical beast
Init +10; Senses darkvision 60 ft., scent; Perception +16

Defense

AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
hp 85 (10d10+30)
Fort +10, Ref +13, Will +6
DR 5/magic; SR 19

Offense

Speed 40 ft.
Melee 2 claws +16 (1d4+2), bite +16 (1d6+2)
Special Attacks dweomer leap, pounce, rake (2 claws +11, 1d4+2)
Spell-Like Abilities (CL 10th)
Constant—detect magic
At will—lesser globe of invulnerability, dispel magic
3/day—dimension door (self only), antimagic field

Statistics

Str 15, Dex 23, Con 16, Int 13, Wis 16, Cha 16
Base Atk +10; CMB +12; CMD 29 (33 vs. trip)
Feats Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse
Skills Climb +6, Knowledge (arcana) +11, Perception +16, Stealth +19; Racial Modifiers +4 Climb
Languages Common, Sylvan
SQ spell link

Special Abilities

Dweomer Leap (Su) When a dweomercat is targeted by a spell or within the area of effect of a spell, it can, as an immediate action, choose to teleport to a square adjacent to the spell's caster, effectively appearing mid-leap and aimed toward the caster. This ability takes effect regardless of whether or not the spell overcomes the dweomercat's spell resistance. If it chooses, the dweomercat can immediately make a full attack against the spell's caster as though pouncing. Using this ability does not provoke an attack of opportunity. If there is no safe space adjacent to the caster—or if the dweomercat chooses—the dweomercat can forgo using this ability.

Spell Link (Su) When a dweomercat is targeted by a spell or within the area of effect of a spell, it can, as an immediate action, forgo its dweomer leap ability to gain an effect related to the school of the spell targeting it. This effect activates before the dweomercat is affected by the spell targeting it and regardless of whether or not the spell overcomes its spell resistance. Each power lasts for 1 minute per level of the spell targeting the dweomercat, until the dweomercat uses this ability again, or until the dweomercat chooses to dismiss the effect as a free action, whichever duration is shortest. This ability does not prevent the spell affecting the dweomercat from taking effect; it only provides an additional benefit.
Abjuration: Gains acid, cold, fire, electricity, or sonic resistance equal to 2 per spell level.
Conjuration: Gains a deflection bonus to AC equal to +1 for every 5 levels of the spell.
Divination: Gains the effects of detect chaos/evil/good/law.
Enchantment: Grants the effects of the spell heroism.
Evocation: Inflicts an amount of damage equal to the spell's level upon the spell's caster.
Illusion: Grants the effects of invisibility. This effect ends as per the spell.
Necromancy: Gains the effects of false life, as if cast by the opposing spell's caster.
Transmutation: Gains an enhancement bonus on its natural weapons equal to +1 for every 5 levels of the spell.

Ecology

Environment any forest (First World)
Organization solitary, hunt (2–3), ambush (1–3 dweomercats and 2–12 dweomercat cubs)
Treasure standard

James L. Sutter
Senior Editor/Fiction Editor

More Paizo Blog.
Tags: Pathfinder Adventure Path Pathfinder Tales

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A few questions.

Are dweomer leap and spell link supposed to be swift actions? They sound more like immediate actions, or they would not work most times.

Do conjuration & transmutation have a minimum if +1 or +0?

Thank you for your time.


Now my wife will need rules for these as animal companions and familiars. ;)

Liberty's Edge Digital Products Assistant

2 people marked this as a favorite.

You can find rules for DweomerKitten familiars in Pathfinder 36!

Dark Archive

"When a dweomercat is targeted by a spell or within the area of effect of a spell, it can, as a swift action" these look like immediate action to me too.

And does the Evocation effect have a save?

Shadow Lodge

with ant intel of 13 could they be used as cohorts?


I believe James Jacobs confirmed that they were supposed to be immediate.


Pathfinder Adventure Path Subscriber

Assuming that Dweomer Leap is supposed to be an immediate action, does it take effect before or after the spell resolves? Basically, does the cat get hit by the fireball, or does it teleport out before taking damage? Do targeted spells resolve normally, or does this interfere with them?

Scarab Sages

Quote:

Conjuration: Gains a deflection bonus to AC equal to +1 for every 5 levels of the spell.

Transmutation: Gains an enhancement bonus on its natural weapons equal to +1 for every 5 levels of the spell.

1. Does this mean +1 for spells of 5th level and higher?

2. Did you mean +1 per 5 caster levels of the spell?

If #1, why not just say, "Gains a +1 deflection bonus to AC if targeted by a 5th level or higher spell."


similar whoopsies:
Evocation: Inflicts an amount of damage equal to the spell's level upon the spell's caster.
=no damage type or per the spells' damage type?
Transmutation: Gains an enhancement bonus on its natural weapons equal to +1 for every 5 levels of the spell.
similar to Artanthos above, probably should be caster level not level of the spell


@Quandary - are you thinking of vampiric touch rather than false life by chance?


yup ;-)


In the home campaign where I choose to let the Eldest-worshiping fey sorceress hang out with me, the GM is ruling that the Conjuration and Transmutation effects are 1 + 1 per 5 caster levels. So it starts at 1 and goes up to 5 only for a 20th caster level. Agreed that as written it's kind of weird (also, if you haven't looked at the other dweomerkittens, don't get your hopes up--the fact that I also have Spell Link is not normal for kittens like me). Also, since my leap is an immediate action, it should avoid being hit by area effects. If you're really creative, you should consider the possibilities for using my dweomer leap with spells like sending to summon me back and forth across the lands or other such ideas.


Pathfinder Adventure Path Subscriber
Rhiannon the Dweomerkitten wrote:
In the home campaign where I choose to let the Eldest-worshiping fey sorceress hang out with me, the GM is ruling that the Conjuration and Transmutation effects are 1 + 1 per 5 caster levels. So it starts at 1 and goes up to 5 only for a 20th caster level. Agreed that as written it's kind of weird (also, if you haven't looked at the other dweomerkittens, don't get your hopes up--the fact that I also have Spell Link is not normal for kittens like me). Also, since my leap is an immediate action, it should avoid being hit by area effects. If you're really creative, you should consider the possibilities for using my dweomer leap with spells like sending to summon me back and forth across the lands or other such ideas.

Just take a piece of paper with explosive runes on it. Or any other spell that can be triggered long after it's cast.


Shadar Aman wrote:
Rhiannon the Dweomerkitten wrote:
In the home campaign where I choose to let the Eldest-worshiping fey sorceress hang out with me, the GM is ruling that the Conjuration and Transmutation effects are 1 + 1 per 5 caster levels. So it starts at 1 and goes up to 5 only for a 20th caster level. Agreed that as written it's kind of weird (also, if you haven't looked at the other dweomerkittens, don't get your hopes up--the fact that I also have Spell Link is not normal for kittens like me). Also, since my leap is an immediate action, it should avoid being hit by area effects. If you're really creative, you should consider the possibilities for using my dweomer leap with spells like sending to summon me back and forth across the lands or other such ideas.
Just take a piece of paper with explosive runes on it. Or any other spell that can be triggered long after it's cast.

You are a very clever fellow! You gave away one of my trickier secrets, so I'll give you another. If you wanted to have one of my cousins as a familiar in a kingdom building game with First World ties, you could create a relay that allows us to prowl pretty much anywhere in your kingdom by having spellcasters who live in each city put up long lasting area effects like hallow, not in their own city but in each other's cities instead, offset by 1, so for instance Cleric A casts in city B, Cleric B casts in city C. Then your kitten can use the relay to travel anywhere super-fast!

Grand Lodge

Please tell me someone has some kind of link saying that the swift actions got changed to immediate. Otherwise this creature's abilities don't work so well.

And it'd be awesome if the link was "official". Apparently just because James Jacobs says it should be and confirms it, doesn't make it gospel anymore because he's said in the past to not use his quotes.

Silver Crusade

I really like those eyes. ::)


Displacer Beast, Kamadan, and Dweomercats its a weird bit of irony that magical cats can really lay out some hurt on the "overpowered" caster classes

Contributor

Question: The blog says that the cat is a fey creature, but the stat block lists it as a magical beast. Which is correct?

And Kevin is correct; the Leap ability is practically useless because it can't use it when an enemy casts a spell at it; you can only use swift actions during your turn. Same with its other ability.

Senior Editor/Fiction Editor

Alexander Augunas wrote:

Question: The blog says that the cat is a fey creature, but the stat block lists it as a magical beast. Which is correct?

And Kevin is correct; the Leap ability is practically useless because it can't use it when an enemy casts a spell at it; you can only use swift actions during your turn. Same with its other ability.

My bad--I only meant that the cat was from the First World, but I accidentally said "fey creature," which is incorrect. Even editors need editors. :)

Post has been fixed.

Paizo Employee Developer

W Canepa wrote:

A few questions.

Are dweomer leap and spell link supposed to be swift actions? They sound more like immediate actions, or they would not work most times.

Do conjuration & transmutation have a minimum if +1 or +0?

Thank you for your time.

The abilities should be immediate actions. That's been fixed in the stat block above.


Adam Daigle wrote:
W Canepa wrote:

A few questions.

Are dweomer leap and spell link supposed to be swift actions? They sound more like immediate actions, or they would not work most times.

Do conjuration & transmutation have a minimum if +1 or +0?

Thank you for your time.

The abilities should be immediate actions. That's been fixed in the stat block above.

Still never addressed the Conjuration and Transmutation benefits after all this time either, dunno how you designers missed the dozen posts talking about it?

So is that supposed to +1 per 5 caster levels? (Or 1 + 1 per 5 caster levels?) Cause the way it is now makes absolute zero sense.


Adam Daigle wrote:
W Canepa wrote:

A few questions.

Are dweomer leap and spell link supposed to be swift actions? They sound more like immediate actions, or they would not work most times.

Do conjuration & transmutation have a minimum if +1 or +0?

Thank you for your time.

The abilities should be immediate actions. That's been fixed in the stat block above.

All these years and you guys haven't clarified the Conjuration and Transmutation effects.

So should it be changed to 1 + 1 per 5 CASTER levels or +1 per 5 CASTER levels (not SPELL levels)

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