Heroes of Battle - 3.5e

Page 112

WAR WEAVER

CHAPTER 5

THE MILITARY CHARACTER

“On my count, climb out of the trench and charge toward that hill. Don’t worry about the fire raining from the sky—I’ve got you covered.” —Arvena, war weaver By weaving together strands of pure arcane power, the war weaver becomes a force to be reckoned with on the battlefield. A war weaver can establish an eldritch tapestry among her comrades and quickly aid them with her magic.

BECOMING A WAR WEAVER

Entering this prestige class is a relatively straightforward matter: The class is open to any 5th-level wizard who has made the appropriate feat and skill point choices. It’s a little harder for sorcerers and bards to get into the class. Sorcerers don’t have as many feats as wizards, and bards don’t get access to 3rd-level spells until 7th level.

Entry Requirements Skills: Craft (weaving) 6 ranks, Knowledge (arcana) 6 ranks Feats: Enlarge Spell Spells: Ability to cast 3rd-level arcane spells

CLASS FEATURES

As a war weaver, you gain abilities that allow your spells to affect multiple allies at once. Eldritch Tapestry (Su): Upon entering the class, you gain an understanding of the rudiments of the war weaver’s craft. You can thread together unseen strands of life force to connect willing allies in a magically resonant network known as an eldritch tapestry. Doing so takes 10 minutes and requires a DC 15 Craft (weaving) check. (Most war weavers take 10 on the check.) When you weave an eldritch tapestry, you can connect a number of allies equal to your bonus in your arcane spellcasting ability score (Intelligence for wizards, Charisma for sorcerers and bards). Creatures must be within line of sight to have their life force woven into an eldritch tapestry, and they must be living creatures. An eldritch tapestry lasts for 24 hours or until you weave a new one. You’re always connected to your own eldritch tapestry, and you don’t count against the limit of allies that can be connected. Once you have woven an eldritch tapestry, you can send your spells across the life-force strands to your allies. Although you cast but a single spell, you can have it affect

Table 5–5: The War Weaver Hit Die: d4 Base Attack Fort Ref Will Level Bonus Save Save Save 1st +0 +0 +0 +2 2nd +1 +0 +0 +3 3rd +1 +1 +1 +3 4th +2 +1 +1 +4 5th +2 +1 +1 +4

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every creature in your eldritch tapestry as if the group were a single creature. The maximum level of spell you can cast into an eldritch tapestry is equal to your class level. For example, a 5th-level wizard/2nd-level war weaver with an Intelligence of 16 could cast a 2nd-level spell such as bull’s strength and have it affect herself and the three allies connected to her eldritch tapestry. Each of the four characters would gain a +4 enhancement bonus to Strength—at the cost of a single spell, not four separate castings. Only spells with the “harmless” designation in their saving throw entry or ones requiring willing targets can be cast into an eldritch tapestry. In addition, spells with a range of personal cannot be cast through an eldritch tapestry. If a spell has a costly material component or an XP cost, you must expend one casting’s worth of the material component or pay the XP cost for each creature targeted by the spell (including yourself). For example, sharing a stoneskin spell with four allies requires the expenditure of diamond dust worth a total of 1,250 gp. An eldritch tapestry doesn’t change the range of a spell. To cast bull’s strength, for example, you must touch all your allies. You can touch as many willing targets as you can reach as part of the casting, but all targets must be touched in the same round you finish casting the spell. You can exclude specific creatures connected to an eldritch tapestry from a spell if you like. If the spell requires decision-making on your part, you must make the same decision for everyone the spell is meant to affect. For instance, if you cast protection from energy through the eldritch tapestry, you must choose the same energy type for everyone affected by the spell. An eldritch tapestry doesn’t allow your spells to affect illegal targets. You can’t affect objects with spells cast into your eldritch tapestry, even if those objects are held by your allies (for instance, you can’t use eldritch tapestry to deliver a greater magic weapon spell). Quiescent Weaving (Su): Beginning at 2nd level, you can weave a single spell into your eldritch tapestry for later use. For each level you gain beyond 2nd, you can store one additional spell as a quiescent weaving in your eldritch tapestry. The maximum level of spell that you can weave into your eldritch tapestry with this ability is equal to your class level. Quiescent weaving enables you to prepare beneficial spells you know your allies will need in a crisis. You can release the quiescent spells right away at the beginning of a fight, then commence with more offensive spellcasting.

Special Eldritch tapestry Quiescent weaving 1 Quiescent weaving 2 Quiescent weaving 3 Enlarged tapestry, quiescent weaving 4

Spellcasting — +1 level of existing arcane spellcasting class +1 level of existing arcane spellcasting class +1 level of existing arcane spellcasting class +1 level of existing arcane class

Class Skills (2 + Int modifier per level): Concentration, Craft, Knowledge (arcana), Profession, Spellcraft.


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War Mastiff

4min
pages 157-158

Rainbow Crow

4min
page 155

Luna Moth

4min
page 154

Magic Siege Engines

3min
page 133

Standards

4min
page 132

Terrain Alteration

2min
page 122

Teamwork Benefit Descriptions

18min
pages 117-120

Legendary Leader

22min
pages 107-111

War Weaver

13min
pages 112-114

Dread Commando

17min
pages 103-106

The Team Roster

5min
page 116

Teamwork Benefits

4min
page 115

Battlefield Award Summary

3min
page 92

Promotions

2min
page 91

Victory Points

4min
page 78

The Rally Check

7min
pages 73-74

XP in Supported Encounters

4min
page 62

Volley of Arrows

3min
page 68

Tanar’ric Horde

2min
page 57

Pelarch’s Unliving Legion

6min
pages 55-56

Baatezu Brigade

2min
page 58

Get ’em Out Alive! (10th

7min
pages 51-52

Take Out the Trebuchet (8th

3min
page 50

Left Behind (8th

3min
page 49

Chapter 3: Battlefield Encounters

2min
page 45

Destroy Artillery (6th

3min
page 47

Random Encounters

10min
pages 43-44

Prisoner Exchange (6th

3min
page 48

When Things Go Off the Chart

4min
page 42

Earthworks

5min
page 35

Other Hazards

4min
pages 36-37

Adventuring off the Battlefield

8min
pages 13-14

Think Big/Play Small

5min
page 6

The Course of Events

5min
page 20

Chapter 2: Building Adventures

2min
page 17

Strategic Downtime

5min
page 12

Treasure in a War Campaign

8min
pages 10-11

Encounter Pacing

10min
pages 22-23

Barriers and Obstacles

10min
pages 32-34
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