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Class Concepts Part 2: The Patternist “The Weaver Witches” Part 2

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Class Concepts Part 2: The Patternist “The Weaver Witches” Part 2 By: Jesse C Cohoon   Class Concepts are a multi-part series on ideas that seem to have escaped many of the game designer’s ideologies when figuring out classes. This series is not meant to give rules or the breakdown of the progression of the classes that are being presented here per se, but ideas by which GMs can flesh out these concepts for their own games. Because my background is in D&D 3.x & higher, the concepts, terminology will be mainly from such games. With a bit of work, these concepts can be ported to other systems as well. Last time we started looking at Patternists, or as they’re often called the Weaver Witch. This will finish the discussion on the topic Spells Spells work as per normal, except with the following changes to them: Sleep: Unlike the “standard” version of the spell, this is not reliant on HD/ level, though the target will get a save, as per normal. If the pattern/ weaving is removed they will be able to awaken.   Charm Person/ Monster: Unlike the spell, the pattern may still subtly influence the person even after the effects were to normally have worn off. Symbol/ Ward (Protection): as per the spell, except the following: all symbols is automatically reset every 24 hours until the weaving is destroyed. Furthermore, unlike a traditional Symbol, the Weaver Witch can weave a separate item when worn that will deactivate the symbols in its presence. If there are several such woven symbols scattered throughout a site, one item can be keyed to turn all of the symbols off. Entangle/ Evard’s Black Tentacles: as per the spell, but number of targets is limited by the amount of yarn/ rope the witch has access to. Special Materials/ Equipment for the Weaver Witch to Use Giant Spider Silk: This silk can be used for anything the Weaver Witch is weaving with the added benefit that it has a hardness of 10, 6 HP, 25 DC to break. The drawback is that anything made with it is quite flamable. There are also spider silks from spiders that ingest adamatine which greatly increases the strength of the webbing to a hardness of 30, HP 18 and 40 DC to break. Phase spiders silk has the added benefit of affecting eteral creatures. Portable loom: allows the character to do their work wherever they happen to be. Loom can be set up or broken down in as little as 10 minutes, and a compartment inside stores whatever project(s) the Weaver Witch is working on at present. Weight 10 lbs for a basic extendable 5X10 frame.   D6 Ways Weaver Witches might get their powers Natural Talent: this could be simply a natural gift that the person has to recognize and manipulate patterns, and nothing specific brought it about, except maybe hard work Unusual Ancestry: Maybe they had a Weaver Witch, a dragon, a demon or fortune teller in their family tree. Visit to an unnatural realm: maybe they traveled to or were abducted by an extra-planar, astral or demonic entities and in order to survive their minds had to assimilate the patterns Ability came through magic: maybe they were exposed to magic in the womb and were able to see and manipulate the patterns from an early age Divine Favor: maybe this is was child who was gifted by the gods Divine punishment: Maybe the Witch did something to anger the gods and these powers were the result of their curse. Items a Weaver Witch Might Make Weaver Witches are well-known for their weaving ability, so it’s no small wonder that they have perfected the making of various magic items. The following is among the types of items that she might have in her repertoire (Roll a 1d10): Cloaks/ Robes/ Capes Shirts/ Pants Jackets Hats/ headbands/ Tiaras, etc. Gloves/ mittens/ Potholders/ etc Rope based items (nets, ropes, “rope trick,” etc) Slippers/ shoes/ Boots Bags/  Storage Items Belts / Suspenders/ Bandoleers Misc Items (portable holes, cursed items, etc) If you want specific items look here. Next week sometime, I’ll be posting a list of custom magic items on my blog, located here. and will update this posting when I do. Drawbacks With all these advantages, there are a number of drawbacks for these casters. Weaver Witches are quite “squishy;” they’re not meant to be on the front lines of battle. VERY few weapons Their spells take time to cast; the larger, the more complex the pattern, the longer the casting time. They need to be close enough to their victims to get them to see (or be affected) by the patterns. Weaver Witches In the world There aren’t any organizations that train Weaver Witches, though on occasion one will take a particularly gifted weaving student under her wing to teach her. On great occasion a group of Weaver Witches (sometimes called a Weaving Coven) will get together to work greater magics. Weaver Witches typically work behind the scenes, preferring to charm others into doing their bidding. If confronted directly, most of the time, they’ll attempt to delay their enemies with woven trap spells and escape. Personality & Alignment Weaver Witches are not restricted to their personality or alignment. They can be friends, foes, or something in-between. Should a Weaver Witch follow any sort of gods, she typically will follow ones that deal with weaving, textile making, spiders, and/ or fate. But not all of these gods are kindly or good. D20 Adventures for the Weaver Witch A Weaver Witch pays the PCs to track down some expensive, rare of dangerous to obtain material for her weaving. She is willing to pay for them to do this A Weaver Witch is intent on finding a pattern that will help her complete a weaving and has put an advertisement out offering money for help finding it. Can the PCs help her? A Weaver Witch wants to join the party, lending […]

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