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Weirbrand

1 1 1 1 1 1 1 1 1 1 Rating 4.13 (55 Votes)
While there are few who become masters of arcane lore, fewer still are those who seek to ply its energies at the edge of their blades. Weirbrands are both warrior and sage, scarring their flesh with arcane sigils and channeling their power through their favored weapons. These battle hardened mages do not shrink from combat, but rather wade into its dangers to deliver their spells and cants with martial prowess and hewing blows. For the weirbrand the act of spellcraft is married with the dance of battle, for they know what true powers lie in sweat and blood.

WeirbrandA weirbrand is a capable fighter who combines her sword skills with her skills in arcane lore, similar to a bard.  While weirbrands does not have the breadth of spells that a wizard or sorcerer might possess, within their spheres of knowledge they are quite formidable.  Often within a full party of adventurers, a weirbrand's spells supplement a more dedicated spellcaster, expanding the amount of spells the party casts.  Other times, she helps protect the weaker members of the party.  Weirbrands tend to be less diversely skilled than bards, but are more able in personal combat.

Alignment: Any

Hit Die: d8

Class Skills

Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering), Linquistics (Int), Profession (Wis), Spellcraft (Int), Survival (Wis), Swim (Str)

Skill Ranks Per Level: 2 + Int modifier

Level Base Attack Fort Ref Will Special Abilities
1st +0 +2 +0 +2 Arcane Strike, Combat Casting, Spellmarks/Spells, Arcane Schools, Arcane Armor Training, Bonus Language
2nd +1 +3 +0 +3 Warding
3rd +2 +3 +1 +3 Weirding
4th +3 +4 +1 +4
5th +3 +4 +1 +4 Weapon Bond
6th +4 +5 +2 +5 Arcane Armor Mastery
7th +5 +5 +2 +5
8th +6/+1 +6 +2 +6 Spell Anticipation
9th +6/+1 +6 +3 +6 Expanded Warding/Weirding
10th +7/+2 +7 +3 +7
11th +8/+3 +7 +3 +7 Third Arcane School
12th +9/+4 +8 +4 +8 Improved Arcane Armor Mastery
13th +9/+4 +8 +4 +8
14th +10/+5 +9 +4 +9 Weaving
15th +11/+6/+1 +9 +5 +9 Expanded Warding/Weirding
16th +12/+7/+2 +10 +5 +10
17th +12/+7/+2 +10 +5 +10 Improved Weapon Bond
18th +13/+8/+3 +11 +6 +11 Greater Arcane Armor Mastery
19th +14/+9/+4 +11 +6 +11
20th +15/+10/+5 +12 +6 +12 Spell Strike Mastery

Class Features

Weapon and Armor Proficiencies: A weirbrand is proficient in all simple and martial weapons. She is proficient with light armor, medium armor, and shields (but not tower shields).

Spellmarks: A weirbrand studies spells similar to a wizard, but in lieu of a spellbook, a weirbrand tattoos or scars her flesh with arcane writing, often starting with her arms but eventually covering her entire body. While studying her spellmarks, a weirbrand need not see them specifically, but rather senses the marks on her skin. While a weirbrand cannot normally "loose" her spellmarks, he can loose portions of them if she looses a limb or body part. While a weirbrand cannot normally "lose" her spellmarks, he can lose portions of them if she looses a limb or body part. If the equivalent of a weirbrand's limb is removed from her body, 1/5 of her spells are lost.

A weirbrand starts with the cantrips detect magic and read magic, as well as any of the cantrips from her two arcane schools. A weirbrand also starts with two 1st levels spells chosen from her arcane schools. Unlike a wizard, she does not learn additional spells at first level for having a high intelligence bonus.  The weirbrand continually updates her spellmarks as she adventures, adding to their breadth and complexity. After gaining a level a weirbrand adds one spell to her spell marks chosen from her arcane schools, of any spell level she can cast. She can add additional spells to her spellmarks as wizard can add spells to her spellbook, spending the same amount on materials.

Arcane Schools: Weirbrands can cast arcane spells drawn for the sorceror/wizard spell list, although the weirbrand's spell list is limited to two arcane schools they choose to specialize in.  Spells from other schools are not on the weirbrand's spell list, and she cannot learn them or cast them normally.  In addition to spells, a weirbrand's arcane schools provide her wardings and weirdings, special rituals that aid the weirbrand in combat.

Spells: A weirbrand can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on weirbrand class features table. In addition, she receives bonus spells per day if she has a high intelligence score.  A weirbrand also can prepare up to 4 cantrips per day.

To learn or prepare a spell, the weirbrand must have an intelligence equal to 10 + the spell level. The DC for a saving throw against a weirbrand spell is 10 + spell's level + the weribrand's intelligence modifier.

A weirbrand can know any number of spells, selected from her spell list. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellmarks. While studying her spellmarks the weirbrand chooses what spells to prepare.

Bonus Language: A weirbrand may substitute Draconic for one of the bonus languages available to the character because of his race.

Improved Arcane Strike (Su): A weirbrand gets Arcane Strike as a bonus feat at 1st level. In addition any time she uses arcane strike she gains an additional bonus to hit with a her weapon equal to the arcane strike's damage bonus.

Arcane Armor Training (Ex): A weirbrand is taught to ignore some of the penalties of casting arcane spells while in armor.  At 1st level the weirbrand gains the arcane armor training feat as a bonus feat.  At 6th level she gains arcane armor mastery as a bonus feat.  At 12th level she gains improved arcane armor mastery, increasing the amount of arcane spell failure she can ignore to 30%.  At 18th level she gains greater arcane armor mastery, increasing the amount of arcane spell failure she can ignore to 40%.

Combat Casting (Ex): As a weirbrand learns to cast spells, they are taught to do so with a weapon in their hand.  Weirbrands gain combat casting as bonus feat.  However, if a weirbrand attempts to cast a spell without a weapon in hand she must make a concentration check DC 20 plus the level of the spell, or lose that spell.

Warding (Su): At 2nd level a weirbrand adds special rituals, called wardings, into her spellmarks to protect her in battle.  When the weirbrand prepares her spells, she chooses one warding for the day.  The weirbrand is affected by that warding until the next time she prepares spells.  Though not specifically a spell-like ability, a warding is considered a spell effect and can be dispelled.  If dispelled, it ceases to function until the weirbrand spends 10 minutes reactivating her warding.

Weirding (Su): At 3rd level a weirbrand adds weirdings into her spellmarks.  Akin to wardings, weirdings are rituals that add magical effects to the weirbrand's attacks or increase the weirbrand's battle prowess. When the weirbrand prepares spells, she chooses a weirding for the day.  The weirbrand is affected by that weirding until the next time she prepares spells.  Though not specifically a spell-like ability, a weirding is considered a spell effect and can be dispelled, though it is not effected by spell resistance.  If dispelled, it ceases to function until the weirbrand spends 10 minutes reactivating her weirding.

Weapon Bond (Su): At 5th level a weirbrand selects a weapon of at least masterwork quality and forges an arcane bond, similar to those that wizards create. Her connection to her bonded weapon allows her to draw it as if she had the quickdraw feat.

As a swift action, or as part of an improved arcane strike, the weirbrand can sacrifice the arcane energy from her prepared spells, channeling them into her bonded weapon.  She chooses a spell to sacrifice causing her weapon to become empowered.  While empowered, the weirbrand's weapon receives her intelligence bonus to attacks and adds twice the sacrificed spell level to damage for her caster level in rounds.  The weirbrand can sacrifice more than one spell at a time, but the total number of spell levels sacrificed cannot exceed the highest spell level she can cast.  Once the weirbrand's bonded weapon is empowered, it cannot be further empowered until the enchantment wears off, or she dismisses the enchantment as a swift action.

A weirbrand can add additional magic abilities to her bonded weapon as if she had the craft magic arms and armor feat.  The magic properties of a bonded weapon, including any properties added to it, only function for the weirbrand who owns it.  If the weirbrand dies, or the item is replaced, it reverts back to being a normal masterwork weapon.

As part of an arcane strike, the weirbrand can sacrifice the arcane energy from her prepared spells, causing her bonded weapon to be empowered and increasing the power of her arcane strikes.  While wielding her empowered bonded weapon the weirbrand's arcane strike attack bonus is increased by her intelligence modifier, and she adds twice the sacrificed spell level to her arcane strike's damage bonus.  These effects last for her caster level in rounds.  The weirbrand can sacrifice more than one spell at a time, but the total number of spell levels sacrificed cannot exceed the highest spell level she can cast.  Once the weirbrand's bonded weapon is empowered, it cannot be further empowered until the effect wears off, or she dismisses the enchantment as a swift action.

Spell Anticipation (Su): At 8th level, the weirbrand's spellmarks begin to interact with spells taking shape near the weirbrand, granting the weirbrand a subtile tactile sense of their effects.  The weirbrand automatically senses if someone is casting a spell from her arcane schools if they are within a 60 foot radius, and identifies what spell it is.  In addition, the weirbrand gets a +4 bonus to spellcraft checks to identify pre-existing magical auras from her arcane schools, although she does not automatically detect them as she does spells being cast.  This ability is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of metal, or a thin sheet of lead.

Expanded Warding/Weirding: At 9th and 15th level a weirbrand learns to prepare an additional warding or weirding when she prepares her spells.  Whether this bonus ability is a warding or weirding is decided when she prepares her spells.

Third Arcane School: At 11th level, the weirbrand expands her knowledge to encompass a third arcane school.  Spells from that school are added to her available spell list, and she gains access to its wardings and weirdings.  She adds 1 spell of 3rd level or lower, from the new school, into her spellmarks for free, and can select spells from her new school as bonus spells when she gains levels.

Weaving (Su): At 14th level, the weirbrand adds a powerful ritual from each of her schools into her spellsmarks, called a weaving.  Weavings provide powerful supernatural abilities, and only one can be active at any given time.  Like wardings and weirdings, the weirbrand chooses which weaving to make active when she prepares her spells.  She cannot switch to another weaving, even if its uses per day have been exhausted, until the next time she prepares her spells.  Though not specifically a spell-like ability, a weaving is considered a spell effect and can be dispelled, though it is not effected by spell resistance.  If dispelled, it ceases to function until the weirbrand spends 10 minutes reactivating her weaving.

Improved Weapon Bond (Su): At 17th level a weirbrand's bond to her chosen weapon strengthens. Her weapon is summoned and dismissed from an extra-dimensional space as a free action.  If it is sundered or broken, the weirbrand can restore her bonded weapon on her next turn as move equivalent action.  She can chose to break the bond to her chosen weapon at any time, but must perform the necessary rituals for replacing a bonded weapon if she wants to adopt a new one.

Spell Strike Mastery (Su): At 20th level a weirbrand's mastery of combat and spellcasting allow him to merge the two in combat.  The weirbrand can make a standard attack while casting a spell, with the attack replacing the spell's somatic component.  If the attack misses, the weirbrand must make a concentration check vs DC 25 plus twice the spell's level or lose the spell.

Weirbrand Arcane Schools

Abjuration
Warding: the weirbrand gains a +2 deflection bonus, this bonus increases by +1 every 5 levels.
Weirding: the weirbrand can ignore an amount of damage reduction and hardness equal to half her level (minimum 1).
Weaving: the weirbrand's spellmarks protect her from hostile magics, granting her spell resistance 10 + level.

Conjuration
Warding: the weirbrand receives a +2 bonus to her AC and saving throws against outsiders and summoned creatures.  This bonus increases +1 every 5 levels.
Weirding: the weirbrand conjures an acid on her weapon when she attacks with it, that causes an additional +1d4 points of acid damage if her weapon strikes.   This damage increases by +1 every 5 levels.
Weaving: once per day, the weirbrand can enact a special teleportation that allows her to swap places with another creature she can see within long range (400 feet + 40 per level).  Non-allied creatures are allowed a Will save, DC 10 + 1/2 level + intelligence modifier to resist the effect.  This is a move equivalent action.

Divination
Warding: the weirbrand gains a bonus to her CMD equal to half her level, and she can always act during the surprise round.
Weirding: the weirbrand gains a +2 initiative bonus.  This increases by +1 every 5 levels.
Weaving: the weirbrand can make a surprise attack during another creature's turn as an immediate action.  She can take up to a 5 foot step, during which she can make an attack of opportunity against any adjacent opponent.  The weirbrand can use this weaving 3 times per day.

Enchantment
Warding: the weirbrand gains a +2 to saving throws versus the stunned, staggered, confused, dazed, dazzled, and fascinated conditions.  This bonus increases +1 every 5 levels.
Weirding: the weirbrand has an enchantment on her weapon strikes that causes those she damages to be dazzled for one round.  The penalties increase by an additional -1 every 5 levels.
Weaving: as a move equivalent action, the weirbrand compels an adjacent creature to attack another target on their turn.  The opponent must succeed a Will save DC 10 + 1/2 level + intelligence modifier, or treat a target of the weirbrand's choosing as its enemy for 1 round.  The weirbrand can use this weaving 3 times per day.

Evocation
Warding: the weirbrand chooses one elemental damage type (acid, cold, electricity, fire, or sonic), when preparing spells.  She gains 5 resistance against that damage type for the duration of the warding.  This resistance increases by 5 at levels 8, 14, and 20.
Weirding: the weirbrands weapon extends a force effect that increases it reach by 5 feet.  At 15th level this reach increases to 10 feet.
Weaving: The weirbrand chooses an elemental damage type (acid, cold, electricity, fire, or sonic) and projects a damaging emanation effect centered on her square.  Any foes within 10 feet of the weirbrand suffer 6d6 damage on their turn, unless they can make a reflex save, DC 10 + 1/2 level +intelligence modifier, for half damage.  A weirbrand can shape this emanation to only strike those she wishes, and can project it a number of rounds per day equal to her intelligence modifier, as a free action. The rounds need not be consecutive.

Illusion
Warding: when the weirbrand makes a withdraw, double move, or run action, she can spend a swift action to generate a blur effect that grants 20% concealment.  The amount of concealment increases to 50% at level 10.
Weirding: the weirbrand's shadow can attack an opponent separately from the weirbrand.  The weirbrand take a -2 penalty to all her attacks, and the shadow makes a separate attack at the same penalty.  This attack does 1/2 the damage of a normal attack.
Weaving: As a free action, the weirbrand can release her shadow, directing it in combat, for a total number of rounds equal to her level.  The shadow is a copy of the weirbrand's physical form, looking identical to the weirbrand and having the same abilities and skills, but it cannot cast spells or speak on its own.  Any attacks the shadow makes only causes 1/2 its normal damage, and the shadow is treated as only having 1/2 the weirbrand's hit points.  The weirbrand is telepathically linked to shadow, allowing direct communication, as if it was a familiar.  If she wishes she can possess the shadow, perceiving through its senses and acting as its body was her own.  maintaining the possession is a full round action and requires total concentration, during which the weirbrand's own senses are limited to touch only.  While the duration of this weaving persists, neither the weirbrand nor her copy cast a shadow of their own.  If the shadow looses all its hitpoints or its duration runs out, it automatically dissipates and returns to the weirbrand.  While separated, the weirbrand cannot use her shadow for her illusion weirding.

Necromancy
Warding: the weirbrand gains DR 1/-.  The DR increases by 1 every 5 levels.
Weirding: the weirbrand's weapon saps the endurance of those it strikes, reducing an opponent's fortitude check by -2 and reducing their speed by 5 for one round.  This effect does not stack with itself.  The fortitude check penalty of this effect increases by -1, every 5 levels.  The speed penalty increases by 5 at levels 8, 14, and 20.
Weaving: the weirbrand can siphon the souls of those she damages with negative energy.  Any spell that she casts that causes negative energy damage provides 1/2 its damage to her as temporary hit points.  This is in addition to any other effect the spell causes, or benefits it provides to the weirbrand.

Transmutation
Warding: The weirbrand is granted a light fortification effect.  This effect increases to moderate fortification at level 8 and heavy fortification at level 16.
Weirding: The weirbrand gains a +2 bonus to her CMB.  This bonus increases by +1 every 5 levels.
Weaving: The weirbrand's spellmarks extend the life of transmutations cast on her.  Any beneficial transmutation spells cast on her are treated as if effected by the extend spell metamagic feat.

Spells Per Day
Level1st 2nd 3rd 4th 5th 6th
1st 1 - - - - -
2nd 2 - - - - -
3rd 3 - - - - -
4th 3 1 - - - -
5th 4 2 - - - -
6th 4 3
- - - -
7th 4 3 1 - - -
8th 4 4 2 - - -
9th 5 4 3
- - -
10th 5 4 3 1 - -
11th 5 4 4 2 - -
12th 5 5 4 3 - -
13th 5 5 4 3 1 -
14th 5 5 4 4 2 -
15th 5 5 5 4 3 -
16th 5 5 5 4 3 1
17th 5 5 5 4 4 2
18th 5 5 5 5 4 3
19th 5 5 5 5 5 4
20th 5 5 5 5 5 5

Specialized Item

Spelltine Kit (cost 150 gp; weight 2 lb.)

A set of specialized tools, knives, and needles used by weirbrands to either scar or tattoo their flesh with powdered silver and other dyes.  This kit includes a wooden carrying case with space and pockets for several vials of inks, dyes, and healing salves. Weirbrands receive a spelltine kit for free at 1st level.

Additional Ratings
Balance:
1 1 1 1 1 1 1 1 1 1 Rating 4.36 (42 Votes)
Utility:
1 1 1 1 1 1 1 1 1 1 Rating 4.59 (39 Votes)
Clarity:
1 1 1 1 1 1 1 1 1 1 Rating 4.64 (39 Votes)