
Eliot Ness |
So my DM made a Soulweaver archetype. The game in question is meant to have even a bit higher power level than what Spheres provides, so yes we're both aware the archetype's a little overpowered. But what I'm happy about is that it's strong as a support archetype, which is basically all I could ever want out of a class. Tell us what you think! I'm gonna send him the link to this after I post it so he'll be interested to hear your thoughts as well ^^
Feyweaver
Feyweavers carry their own fae court, and can utilize the fae bound to them. They must always be wary however, as fae are only privy to fate.
Class Skills: Craft (Int), Diplomacy (Cha), Disguise (Cha) Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks: 4 + Int modifier.
Favored Class Feature: +1/4 Bound Court Faerie
Feyweaver of Luck and Fate
The Feyweaver gains the Fallen Fey and Fate spheres as bonus spheres at first level. If the Feyweaver already possesses the base spheres, they may select talents from those spheres they possess instead.
This replaces Master of Life and Death.
Channel Energy
The Feyweaver may choose to channel positive or negative energy as the cleric class feature a total number of times per day equal to 3+casting ability modifier. The Feyweaer also uses their casting ability modifier in place of Charisma when determining its associated saving throw.
Alternatively a Court Feyweaver of True, Chaotic, or Lawful Neutral alignment may choose to channel both positive and negative energy as an agent of balance.
Feyweavers of balance have an enhanced channel energy pool of 5 + Casting ability Modifier + 1/4 Feyweaver Levels. However, an Feyweaver of balance must be cautious not to overchannel any particular type of energy. Exceeding the limits of the balance scale sets them at risk of being revoked of their Feyweavership by the greater fae court, which comes with dire consequences. Immediate summoning from the material plane to the Fae Realm and imprisonment within the realm of the Court’s choosing.
A Neutral Feyweaver has a Balance Scale that starts at 0. Each time they channel positive energy, the scale is tipped by +1, while channeling negative energy tips the scale by -1. The balance must be kept at equal to or less than ±(1+1/4) Feyweaver levels (ex. a level 1 neutral Feyweaver can tip the scales to +1 or -1, while a level 4 neutral Feyweaver can tip the scales to a +2 or -2). The Feyweaver has an increasing %25 chance to be instantly summoned to the Fey Realm for tipping the scales more than their level allows. The Balance Scale resets to 0 each time you rest to regain spell points.
Creating a Fae Mark counts as channeling energy for the purposes of this ability. Seelie marks count as positive energy while Unseelie marks count as negative energy. However, destroying a mark to inflict a Verdict does not count separately. Other channel abilities such as feats and class features without a Positive/Negative or Seelie/Unseelie type (ex. Channel Balance) do not count as either type of energy.
When a Neutral Feyweavers channels Energy, there is a 50% chance to invoke Channel Balance as per the Totemist Archetype instead. The chance reduces by 5% for each Feyweaver level beyond 1st, becoming 0% at 11th level. Instead, after reaching 11th level, Neutral Feyweavers may choose to channel balance, positive, or negative energy with no chance of a miscast.
This alters channel energy.
Plea Deal
You gain a single Luck die (1d6) at the end of every rest in which you regain spell points. As a free action, you may expend this Luck die to Bless or Jinx a target as described below. You must call the use of your Luck die before the roll in question is made. This ability can be used 3+1/2 Feyweaver levels per day, however, you may only regain your luck after the GM has used a luck die against you or your allies, maintaining the balance of fate. At 10th and 20th levels, the Feyweaver gains an additional luck die, but is restricted to the same conditions and uses as previously stated. The Luck die size increases in one every 5 levels, to a maximum of 1d20.
Clarification: any roll besides damage rolls may be affected, including d100 rolls such as for confusion, wild magic, luck saves, etc. Just not damage rolls.
Bless (Su): You can use this on any roll made besides damage rolls. Add the total on your Luck die to an ally’s roll. At GM’s discretion, a later roll the ally makes will be Jinxed, or a roll an enemy makes against them will be Blessed. You may not use Plea Deal again until this effect has occurred. You may expend a use of Channel Energy at the time of using Bless to recover the die immediately while preventing the opposing effect against your ally.
Jinx (Su): You can use this on any roll made besides damage rolls. Add the total on your Luck die to an enemy’’s roll. At GM’s discretion, a later roll the enemy makes will be Blessed, or a roll an ally makes against them will be Jinxed. You may not use Plea Deal again until this effect has occurred. You may expend a use of Channel Energy at the time of using Bless to recover the die immediately while preventing the opposing effect for the enemy.
Bound Court (So tempted to call it The Practice)
Bound Firm or Bound Partners are also suitable replacements
A court of Faeries replaces your bound nexus spirits. They have the same statistics and abilities as the spirits, but offer the following alternative effects: your court is made up of 3 + Casting Ability Modifier fae/day. They are ethereal, immune to damage, and always fly perfectly at a speed of 40 feet per round. While they follow their host’s commands, they are not as obedient as a familiar is. Court faeries often attempt to trick and torment their host, and occasionally offer strange advice or perspectives. The faeries rarely ever show themselves to anyone besides their host, but will prank others and cause the blame to shift to their host instead. Fae can be expended as a standard action to use Bound Court abilities unless otherwise stated. Your court replenishes fully when you rest to regain spell points.
This ability alters Bound Nexus.
Court's Favor:
As a standard action, you may expend one Faerie to give a Fey type Ally a +1 luck bonus to skill checks and saving throws, Channel Resistance, and 1 temporary HP per hit-die they possess. The luck bonus increases by +1/5 Feyweaver levels. These benefits last for 1 hour or until the target ceases to be Fey, whichever comes first.
This replaces Aid the Dead
Court's Foresight:
You may expend a faerie as a standard action to cast the Augury or Divine Information Talents from the Divination Sphere, even if you don't possess the Divination sphere. At 4th level you may also use Prescience (as the Incanter Fate Sphere Specialization) or Divine Secrets. With the exception of Prescience, you may cast each of these spells this way once per rest, plus an additional time at 10th, 15th, and 20th levels.
Special: Prescience may be used any number of times per day by expending a faerie as a free action at the start of your turn. This functions differently than the other three talents granted by this ability
This replaces Siphon Health
Witness Protection:
The Feyweaver may expend a faerie to aid an ally who is at negative hit points, but not dead. The ally becomes stable and gains temporary hit points equal to twice the Feyweaver’s class level + their casting ability modifier for 1 minute. They may also choose to use this ability as an immediate action, only granting half of the temporary HP instead.
This alters Lovelorn Soul
Court's Interrogation (Cross-Examination):
At 4th level, the Feyweaver may ask a faerie or spirit of the court a question they previously failed to find an answer to. This allows the Feyweaver to briefly see into the Faerie and choose any spirit or fae they see to speak to. Members of the court with rank can be identified by their auras or other known indicators. Animated souls of plants, animals, some previous dead, and other local spirits that prefer not to expose themselves to material beings all exist in the in-between dimension to speak with.
When chosen, the subject of the interrogation must make a Will save against your Class DC and if they fail, they must only give true information. The Feyweaver is aware of whether the target succeeds or fails the save. This is not the same as speaking to plants and animals, because you are speaking more to the spirits residing within the plant/animal than the being itself.
This alters Curious Spirit
Court's Enforcers:
At 4th level as a special standard action, the Feyweaver may expend two faeries to summon a Faerie Familiar, treating their Feyweaver level as their effective Wizard level to determine its statistics and abilities. The Familiar lasts until it is destroyed or you fully rest to regain spell points. After 24 hours or resting to regain spell points, if the Feyweaver’s familiar is still active on the material plane, they can expend one Faerie instead of two to sustain their familiar for the next 24 hours or until they rest to regain spell points again.
Faerie Familiars created this way take the form of a tiny animal or plant when appearing to material beings and gain the related benefits and statistics as familiars. The animal or plant form can be changed by expending another faerie as an immediate action, or by allowing the familiar to study a wild one for 10 minutes. (If you want your familiar to resemble an in-universe animal or plant without pre-generated statistics we can workshop it together)
Faerie familiars are loyal to you, but they are not bound to serve every command. They are not likely to perform attacks unless it is necessary to defend themselves. Commands that directly put them in harm's way are not guaranteed to be followed. Poor animal handling or neglect can lead to a disloyal or more deviant familiar behavior.
At 8th level you can choose to summon a Fey companion, either a random faerie with CR equal to or lower than your own, or as a companion via the Conjuration Sphere. The GM has ultimate discretion of what type of faerie is summoned, though roleplaying elements can influence the decision towards a particular alignment, capability, realm, or being.
Summoning a companion costs two fairies as a standard action and lasts as long as you concentrate. You may only maintain one companion at a time, regardless of whether it is sustained through concentration or not. As a free action you may spend an additional fairy to sustain the summoned companion without concentration for a minute per Feyweaver level. The free action must be taken during your turn If in combat.
You may treat the summon duration as though you possess the Conjuration Sphere Greater Summoning talent by expending two Faeries instead of one as part of the same free action to sustain without concentration.
Companions with challenge ratings will come with their own stat block. Those summoned via the conjuration sphere come with the Spell Conduit talent and either the Fey Companion or Planar Companion (Axiomatic or Anarchic only, taken twice) Type talents for free. They also gain a number of form talents equal to 2 + half of the companion's hit dice rounded up. The DM ultimately decides what sort of companion is summoned and what archetypes, forms, and abilities they possess. Although, you may attempt to influence what sort of faerie is summoned, including its archetypes and abilities, through in-game knowledge and role-playing.
Form talents that require additional spell points still cost you additional spell points when the companion is summoned. Additional Type Talents cannot be granted.
The companion may take on any Archetypes, except for Familiar. They will all have the Distinct Kin, Faerie Archetype (based on Fey type in the monster rules). Companions with the Unwilling Archetype may attempt Will Saves against your Feyweaver DC to end their service early, especially if they are forced to linger for extra time. You may only have a single companion active at one time.
At 12th level you may have up to two familiars at once and gain both of their passive benefits. When expending additional Faeries to sustain your companion without concentration, you may spend an additional Faerie to add the Lingering Companion Form.
It does not count against the total number of forms your companion may possess. Lingering Companion cannot be added unless you also add Greater Summoning. Sustaining without concentration with both Greater Summoning and the Lingering Companion costs 3 faeries total.
At 16th level you may have two companions summoned at the same time. You may sustain both with the same concentration. Sustaining either one without concentration requires separate costs of faeries. The Greater Summoning talent is now applied for free instantly when you spend a faerie to sustain summoning without concentration. You now have complete control over the type of familiars and companions that you summon including their talents and abilities. You may even request specific beings if you please (functions as Call Planar Creature) .
At 20th level you are no longer limited in your summoning of companions, but may still only have two familiars at a time. Once per day you may request the divine intervention of an Archfey to lend you its power. Roll 1d100, if you roll equal to or lower than your character level you may make a singlerequest from an Archfey or Fey-related deity that you know or that you have worshiped.
This replaces Summon Spirit I-V
Alimony:
At 8th Level: Same as Divine Soul, expend a faerie as part of the action to Channel Energy and change the die size from d6 to d10.
This replaces Divine Soul
Channel Council:
At 8th Level The Feyweaver gains the Channel Spirit (channel) feat, allowing you to expend a use of Channel energy to regain a court Faerie. You may do this a number of times per day equal to 1/2 your Feyweaver level
Master of Verdicts:
Same as Channel Mastery, expend a Faerie to add a channeling feat to the channel energy, even if the user does not possess that feat. They must possess all prerequisites to the feat
This replaces Channel Mastery
Re-Trial:
The Feyweaver may expend a faerie as an immediate action to force a single target to reroll a saving throw. This can only be used after the result of the roll has been given, but the results are not revealed. The new roll must be used in its place, even if it is worse.
This alters Blessed Soul
Court's Appeal:
At 10th level you get a special magical scroll of Contract Paper. This paper is seemingly endless and the words written on it can change the very balance of fate itself. Once per day, plus an additional time at 15th and 20th levels, you may write a contract to be validated by the Fey Court. If your contract is not accepted you may attempt to use this ability again, even during the same day.
You must spend 10 minutes crafting the contract, in addition to expending two Faeries to use this ability. The result is a proposed Fey contract between one or more parties. You can include up to 2 parties in a single deal and add an additional party into the contract every 3 levels beyond 10th. Each party must contain at least one intelligent and sentient life form capable of making its own decisions. Blatant coercion, deception, or abuse of an impaired or unintelligent target may invalidate the terms. Bargaining for or with things the parties involved do not have direct control over or are impossible to obtain are immediately invalidated.
The contract must be written by you and signed by all parties using mutually agreed upon terms and conditions. The terms of the contract must be written down and said aloud by you to the other parties while they are capable of comprehending what you say and/or write. If they, of their own volition, accept the terms of the contract, it is sent to the Fae court for approval as a sanctified contract. It must then be validated by the court to be woven into the weave of fate officially. You may choose your own stakes for the deal (rewards and consequences) or leave them up to the greater Seelie and Unseelie courts. A contract must have 5 things to be considered official: A rule/proposition (terms and conditions), a reward, a consequence, a timeline, and the blood of all contributors taken by two official Faerie representatives of the court (Seelie and Unseelie). The rule or proposition is the main ask of the contract. It could be a treatise for peace, a request to avoid or stop something, or an offer for a reward that someone truly desires, an official trade deal, or any number of notable offers. Fey are known for making promises with twisted words skewed to their own benefit. You are not exempt from the Court's cruelty and can equally suffer or be rewarded for your part in contracts. You are simply an Feyweaver given the right to deliver them.
The reward can be clear or vague depending on how your contract is worded. The more rare or valuable the reward you declare, the more influence the Fey Court has to manipulate the contract and clauses. A successful Linguistics or Craft (Schematics) check against a variable DC will determine your success. The same rules go for the consequences if any. There can be any number of rewards or consequences and some contracts can be made with only consequences or rewards if desired. Contracts without consequences may be assigned ones by the court. If a contract is broken or left unfulfilled past its due date, or never has a declared due date, those bound by the contract must succeed a will saving throw against the contract equal to the Linguistics or Craft check used to make it plus your casting ability modifier. If they fail, they suffer an enhanced form of the consequence as decided by the court. All contracts must be validated by the Fey Court to determine if they pass. Those that threaten the balance of the multiverse, fate, or are too unclear to be properly enforced are voided and the spirits used in the binding are returned. Rejected contracts are returned in the form of the Faeries in your court, as if you never expended them at all. Contracts can not be edited or rewritten without the use of a magical quill provided by the Fey.
This replaces temporary resurrection, but is gained at 10th level.
Serve Papers:
At 12th level, Spells and abilities of the Feyweaver may be cast through a Court Faerie or Faerie Familiar. A Court Faerie used this way is expended as the spell effect resolves.
This replaces Ghostpoint
Lead the Witness:
At 12th level You may expend a faerie in order to add half of your class level to a single Charisma based skill check (free action) or to cast the Inception Greater Charm from the Mind Sphere (standard action), using your Feyweaver class DC in place of the Mind Sphere.
At 16th level you may spend two faeries to use both of these effects as part of the same standard action. Alternatively, you may spend two faeries to cast the Inception Powerful Charm variant instead.
Life Sentence:
At 16th level, If a creature within close range of the Feyweaver is at negative hit points or has died within 1 round, the Feyweaver may expend a faerie to trap the target’s soul. The target must succeed at a Will save or their soul is taken and added to the Feyweaver’s bound court as a new advisor, which they may expend and command as normal (so long as the soul weaver possesses the trapped soul, the soul expended to use this ability is released from service and returns to the nether). This does not increase the Feyweaver’s total number of faerie advisors. The subject of this ability cannot be resurrected unless the Feyweaver is killed or voluntarily chooses to release the soul from service. While the soul is in the Feyweaver’s possession, the soul weaver may speak with and question the soul, which retains the knowledge it had in life, but is under no obligation to answer questions (although bargaining for a peaceful release into the afterlife is usually enough to get a spirit to talk). Trapped souls can be coerced into becoming familiars or companions via a contract and can be summoned through the Court Enforcer ability.
This alters Trap Soul
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Fae Mark: (or Fate Mark)
At 2nd level, the Feyweaver can expend a use of Channel Divinity to touch a target to place a Fae Mark on them. The mark lasts for 24 hours, or until it is removed or consumed by a Verdict. The type of Fae Mark created (Seelie or Unseelie) is decided by the type of energy you channel. If you channel both you may choose which to create.
Rather than touching the target, you may instead place the mark through a Bound Court Faerie. Doing so expends the faerie after the Fae Mark is placed.
The target of the Fae Mark is allowed to make a Will save against it if they are unwilling, DC = 10 + 1/2 Feyweaver Level + Casting Ability Modifier. You may attempt to mark the target stealthily by rolling a Sleight of Hand check vs the target's Perception, but the target will be considered unwilling and must roll a Will Save at a penalty. The Fae Mark is a supernatural blessing/curse that can be removed magically (break curse), with the heal skill, or by being consumed as part of one of the Feyweaver's Verdicts. Otherwise the Fae Mark fades after 24 hours.
Fae Marks always manifest a physical feature that can be identified by others. Targets afflicted by Marks always have a tell, both physically and through mannerisms, that exposes their contact with the fey. Others observing the bearer can spot the Mark or intuitively determine its presence by a Sense Motive or Perception check DC = 15 + CAM + 1/2 Feyweaver Level.
Targets bearing Fae Marks are Fey in addition to their other types for the duration and gain a related bonus or penalty, respective of being a Seelie or Unseelie mark. Seelie marks grant a +1 luck bonus and Unseelie marks give a -1 profane penalty to Wisdom and Charisma skill checks and Saving Throws against Blood, Divination, Fate, Fallen Fey, Mind, Nature, Time, Weather, and Feyweaver effects. This bonus/penalty increases by ±1/10 Feyweaver levels.
As a standard action, the Feyweaver may consume the mark by spending an additional use of Channel Energy to activate a Verdict. The type of verdict is based on the mark consumed by this effect. The Feyweaver must both be within medium range of a mark and have line of sight and effect to trigger the verdict. After a mark is consumed, the former bearer of it loses the Fey creature type and the effects from the mark. In its place it suffers or benefits from a Verdict from the options below.
Verdicts:
Court Appointed Guardian:
At 6th level, a Feyweaver may grant the mark bearer a Court Faerie as a Verdict. This does not subtract from the number of fae in your personal court. The granted Fey spirit lasts for the remaining duration of the consumed mark or until it is expended by the bearer.
Seelie marks grant a Seelie Court Faerie to the bearer. Seelie faeries have the same statistics as a member of your bound court. The bearer controls the faery's movement. As a standard action, the mark bearer may expend the faerie to use one of the following abilities: Court's Favor, Court's Foresight, Court's Interrogation, or Witness Protection. Alternatively, the Feyweaver may grant the bearer the Heal Blessing instead of the faeries. The bearer gains 10 HP/Feyweaver level or instantly ends one condition afflicting them without a saving throw. Instead of a condition, the Verdict can also be used to destroy a curse, poison, or disease of level lower than your Feyweaver level.
Unseelie marks grant an Unseelie Court Faerie to the target. The unseelie court Faerie grants the target a -1 profane debuff on all Skills and Saving Throws. This debuff increases by 1/10 Feyweaver levels. The Fey spirit torments and heckles the bearer, forcing them to make a Will save against being either Antagonized, Blinded, Confused, or Exhausted, chosen at random. If they fail, the condition lasts for a number of rounds equal to 1/2 your Casting Ability Mod. If the bearer succeeds, they are immune to the effect for 1 round + 1/4 points they exceeded the DC by. The bearer must reroll their initial Will save again after those rounds of immunity or condition. If they succeeded the previous Will Save, the DC increases by 2. This continues until the target succeeds 2 saves. After succeeding the final save, the bearer is no longer afflicted by the Verdict and the faerie disappears. For each round they are afflicted by this ability, the bearer takes psychic damage equal to your casting ability modifier, or half as much if they succeeded their most recent save.
This is considered a mind-altering and compulsion effect, but can be used on creature types typically immune to these effects such as constructs, undead, and plants as long as they have an intelligence score above 1. However, this only bypasses immunities granted by creature type. Bearers with class abilities or sphere effects making them immune to mind altering or compulsion effects are not bypassed by this ability.
Court's Settlement:
At 10th level, the Feyweaver can expend the Faerie Mark to grant improved effects from their Verdicts
Seelie Verdicts grant 2 Faeries instead of 1 and allow the target to use any Bound Court feature. The number of Fey granted increases by an additional 1/5 Feyweaver levels beyond 10th. Alternatively, the target may be healed 10 HP/Feyweaver level and Restored as per the Soul Weaver Blessing.
Unseelie marks may grant the Mind Blight ability, as the Soul Weaver Blight, instead of the Court Appointed Guardian. If the target succeeds their save against this Verdict, they instead take damage equal to half of your channel divinity dice. Marks are not consumed by successful or unsuccessful use of the Mind Blight Verdict. Alternatively, using the Court Appointed Guardian requires an additional save at 10th level and every 5 levels beyond that. You may also roll twice to determine which condition the Verdict applies
Court's Judgement:
At 14th level, using a Seelie Verdict to heal a bearer also grants the benefits of the Revive Blessing. Unseelie Verdicts can grant the Consume Blight instead of the Mind Blight or Court Appointed Guardian. The target of either effect is
revived or reanimated as a faerie and gains the Fey type instead of the Undead type. This does not grant them the additional effects of being Fey nor does it remove the benefits of their original race. The Fey type wears off of a revived target when their negative level is removed, until then they remain a Fey and lose their previous type. The target(s) must be below half health to use either of these Verdicts.
Court's Addendum:
At 16th level, you may spread marks to multiple targets at once. You may expend an additional use of channel energy when channeling to grant marks to a number of targets equal to 1 + 1/2 Feyweaver level. The mark granted must be related to the type of energy channeled.
Court's Ultimatum:
At 18th level, Seelie marks also remove all negative levels when granting the Heal Seelie Verdict. When an ally is Restored by a Verdict, allies within 5 feet/5 Feyweaver levels may also reroll a saving throw against any one effect afflicting them.
Unseelie Verdicts cause a burst effect and instead of only affecting a single target. When an Unseelie Verdict is triggered on a bearer and they fail their saving throw, a burst of fire deals 1d6 fire damage/Feyweaver level to each target within 5 feet/5 Feyweaver levels of the targeted bearer. Alternatively, the Feyweaver may spend two additional uses of channel energy to create a Verdict burst instead. every enemy within 5 feet/5 Feyweaver levels of the targeted bearer must also make a save against the same Verdict. If they fail, they are also affected by the Verdict, even if they did not possess a Fae Mark. Secondary targets that fail the save from the burst do not trigger additional bursts.
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Realmwalker
At 20th level the Feyweaver permanently gains the Fey type in addition to your other creature types and any of the related traits and class skills if they do not already possess them. The Feyweaver also gains immunity to nonlethal damage, ability drain, energy drain, and mind-altering effects. If the Feyweaver would die, they are instead sent to a random part of the Fey Realm or an adjacent demiplane and lose their mortal creature type. They remain banished from the material plane for at least 1d20 days before they may return to it. During their time in the Fae Realm, they must complete a task for the court to earn their way back to the material plane if they desire to leave. Otherwise they will remain bound to their Court Feyweaver duties for eternity.