Dweomerkeeper
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"There is orderliness in the multiverse, just as there is in magic."

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).

Hit Die: d6.

Requirements:

  • Skills: Knowledge (arcana, religion) 8 ranks, Spellcraft 8 ranks.
  • Feats: Any item creation feat and any metamagicfeat.
  • Domain: Magic or Spell
  • Special: The candidate must have created at least one magic item, whether of a permanent nature or not.

Class Skills: (Skill Points at Each Level: 2 + Int modifier.)
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Int), Profession (Wis), and Spellcraft (Int).

Level BAB Fort Save Ref Save Will Save Special Spells per Day/Spells Known
1st +0 +0 +0 +2 Supernatural spell 1/day +1 level of existing spellcasting class
2nd +1 +0 +0 +3 Arcane sight +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Supernatural spell 2/day +1 level of existing spellcasting class
4th +2 +1 +1 +4 - +1 level of existing spellcasting class
5th +2 +1 +1 +4 Supernatural spell 3/day +1 level of existing spellcasting class
6th +3 +2 +2 +5 - +1 level of existing spellcasting class
7th +3 +2 +2 +5 Supernatural spell 4/day +1 level of existing spellcasting class
8th +4 +2 +2 +6 - +1 level of existing spellcasting class
9th +4 +3 +3 +6 Supernatural spell 5/day +1 level of existing spellcasting class
10th +5 +3 +3 +7 Cloak of mysteries +1 level of existing spellcasting class

Class Features:

Weapon and Armor Proficiency: Dweomerkeepers gain no proficiency with any weapon, armor, or shield.

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.

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 1st 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 material components or focus item, 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 odd numbered level after 1st, the dweomerkeeper gains one additional use of this ability per day.

Spells which Cost XP upon casting still cost XP to use as a Supernatural Spell

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.