Dweomerkeeper

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Requirements

Skills: Knowledge (arcana) 8 ranks , Spellcraft 8 ranks

Feats: Any item creation feat and any metamagic feat.

Spells: Ability to cast arcane and divine spells.

Domain: Magic.

Special: The candidate must have created at least one magic item, whether of a permanent nature or not.

Summary

Dweomerkeepers are the shepherds of arcana—priests whose faith grants them an intuitive grasp of the very fabric of magic. Skilled practitioners of both arcane and divine magic, they seek to explore magical theory and create new spells and magic items. As the devoted agents of the deities of magic, dweomerkeepers defend against those who seek to warp, twist, or hoard spells, magic items, and arcane lore.

Most dweomerkeepers are cleric/wizards or cleric/sorcerers, although other class combinations—particularly those that include specialist wizard, bard, and ranger—are not unknown.

Dweomerkeepers can be found throughout the land. Some dwell in lonely, isolated towers and are wholly consumed with their magical studies. Others live in huge cities where all manner of magic can be brought together and shared (willingly or not).

Because the dweomerkeeper prestige class intentionally blurs the border between divine and arcane magic, making it specific to clerics of a deity of magic (such as Boccob or Wee Jas) is a good idea. It’s also easy to tie the dweomerkeeper to a specific group of organization—especially one that includes the first spellcasters to figure out how to convert their arcane spells to divine ones (or vice versa). Such an organization might be quite secretive, and its members should be loath to tell others how they managed to manipulate the very fabric of magic.

Role: Spell Utility

Characteristics: Fusions of arcane and divine spellcasting that gain mantles of magic

Source: Complete Divine

Game Rule Information

The Dweomerkeeper has the following game statistics.

Abilities: Whichever casting stat you use as you progress your caster level, Dexterity for when things go south/

Alignment: Any

Hit Die: d6

Starting Gold: N/A

Class Skills

The Dweomerkeeper's class skills are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (any) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), and Spot (Wis) .

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Dweomerkeeper.

Weapon and Armor Proficiency: A Dweomerkeeper is proficient with whatever they were already proficient with prior to taking levels in this class.

Spells per Day/Spells Known: When a new level of dweomerkeeper is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, metamagic or item creation feats, and so on). The level of dweomerkeeper is added to the level of whatever other spellcasting class the character has, then spells per day, spells known, and caster level are determined accordingly.

If the character had more than one spellcasting class before she became a dweomerkeeper, the player must decide to which class to add each level of dweomerkeeper for the purpose of determining spells per day and spells known.

Mantle of Spells: At 1st level, a dweomerkeeper creates a personal mantle of arcane and/or divine spells. She chooses one arcane or divine spell that she can cast, and thereafter she can convert prepared spells of that spell's type (arcane or divine) into the chosen spell, so long as the level of the spell to be converted is equal to or greater than that of the chosen spell. This ability functions just like a good cleric's ability to spontaneously convert prepared spells into cure spells. At every odd-numbered dweomerkeeper level after 1st, the character chooses another spell to add to her mantle.

Arcane Sight Su: Upon attaining 2nd level, a dweomerkeeper can use Arcane Sight at will. This ability functions like the spell of the same name, except that its duration is concentration.

Supernatural Spell Su: At 4th level, the dweomerkeeper is so attuned to the fabric of magic that she can manifest spell effects with almost no effort whatsoever. Once per day as a standard action, she can use any one spell with a casting time of up to 1 standard action as a supernatural ability. The spell chosen must be one that is currently available to the dweomerkeeper (that is, one that she has prepared or that she knows and has a spell slot of the appropriate level available to cast), but she can decide at the moment of casting to use this ability. The spell functions as it normally would and is expended normally, but the dweomerkeeper does not require any components, does not provoke attacks of opportunity, and ignores the target's spell resistance, just as if she were using a supernatural ability instead of a spell. At every even-numbered level after the 4th, the dweomerkeeper gains one additional use of this ability per day.

Cloak of Mysteries Su: At 10th level, a dweomerkeeper is wrapped in a mantle of ever-flowing magic, and all metamagic feats that she currently knows or learns in the future become easier to use. The spell level increase for applying a metamagic feat to any spell drops by 1 (minimum +1 level, or +0 level if the feat already has a +0 level adjustment). For example, a quickened fireball uses a 6th-level slot (+3 levels) instead of the usual 7th-level slot (+4 levels), but a silent fireball still uses a 4th-level slot (+1 level). A spell affected by the Heighten Spell feat is unaffected by this ability.

Table 1-1: Dweomerkeeper Progression
Class Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Spells per Day/Spells Known
1st +0 +0 +0 +2 Mantle of spells 1 +1 level of existing spellcasting class
2nd +1 +0 +0 +3 Arcane sight +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Mantle of spells 2 +1 level of existing spellcasting class
4th +2 +1 +1 +4 Supernatural spell 1/day +1 level of existing spellcasting class
5th +2 +1 +1 +4 Mantle of spells 3 +1 level of existing spellcasting class
6th +3 +2 +2 +5 Supernatural spell 2/day +1 level of existing spellcasting class
7th +3 +2 +2 +5 Mantle of spells 4 +1 level of existing spellcasting class
8th +4 +2 +2 +6 Supernatural spell 3/day +1 level of existing spellcasting class
9th +4 +3 +3 +6 Mantle of spells 5 +1 level of existing spellcasting class
10th +5 +3 +3 +7 Cloak of mysteries, supernatural spell 4/day +1 level of existing spellcasting class