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DWEOMERPULSE

Hit Die: d4.

Class Skills

The dweomerpulse’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Profession (Wis), and Spellcraft (Int). Skill Points at 1st Level: (2 + Int modifier) x 4.

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

Skill Points at Each Additional Level: 2 + Int modifier

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Table: The Dweomerpulse

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Level Base Attack Bonus Fort Save Ref Save Will Save Special0 1st 2nd 3rd 4th
1st +0 +0 +0 +2 Endurance ----
2nd +1 +0 +0 +3 - ----
3rd +1 +1 +1 +3 Spell intensity +1 ----
4th +2 +1 +1 +4 - ----
5th +2 +1 +1 +4 Diehard---
6th +3 +2 +2 +5 - ---
7th +3 +2 +2 +5 Spell Intensity +2 ---
8th +4 +2 +2 +6 - ---
9th +4 +3 +3 +6 - --
10th +5 +3 +3 +7 Wakeful --
11th +5 +3 +3 +7 Spell Intensity +3 --
12th +6/+1 +4 +4 +8 - --
13th +6/+1 +4 +4 +8 - -
14th +7/+2 +4 +4 +9 - -
15th +7/+2 +5 +5 +9 Spell Intensity +4 -
16th +8/+3 +5 +5 +10 - -
17th +8/+3 +5 +5 +10 -
18th +9/+4 +6 +6 +11 Spell Intensity +5
19th +9/+4 +6 +6 +11 -
20th +10/+5 +6 +6 +12 Bounce back

Table: Dweomerpulse Spells Known

Level0 1st 2nd 3rd 4th
1st 1----
2nd 2----
3rd 3----
4th 4----
5th 41---
6th 42---
7th 43---
8th 44---
9th 441--
10th 442--
11th 443--
12th 444--
13th 4441-
14th 4442-
15th 4443-
16th 4444-
17th 44441
18th 44442
19th 44443
20th 44444

Class Features

All of the following are class features of the dweomerpulse.

Weapon and Armor Proficiency: Dweomerpulses are proficient with all simple weapons and with kamas, nunchaku, and sais. They are not proficient with any type of armor or shield. Armor of any type interferes with a dweomerpulse’s gestures, which can cause his spells with somatic components to fail.

Spells: A dweomerpulse casts arcane spells which are drawn primarily from the sorcerer spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). Furthermore, he does not need to ready his mind to cast spells each day, the way a sorcerer or bard must. To learn or cast a spell, a dweomerpulse must have a Constitution score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a dweomerpulse’s spell is 10 + the spell level + the dweomerpulse’s Constitution modifier.

Unlike other spellcasters, a dweomerpulse can cast any number of spells of each spell level per day. His base daily spell allotment is given on Table: The Dweomerpulse

A dweomerpulse’s selection of spells is extremely limited. A dweomerpulse begins play knowing two 0-level spells of your choice. At each new dweomerpulse level, he gains one or more new spells, as indicated on Table: Dweomerpulse Spells Known. (The number of spells a dweomerpulse knows is not affected by his Constitution score; the numbers on Table: Dweomerpulse Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the dweomerpulse has gained some understanding of by study. The dweomerpulse can’t use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 4th level, and at every dweomerpulse level after, a dweomerpulse can choose to learn a new spell in place of one he already knows. In effect, the dweomerpulse “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level dweomerpulse spell the dweomerpulse can cast. A dweomerpulse may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike a wizard or a cleric, a dweomerpulse need not prepare his spells in advance. He can cast any spell he knows. He does not have to decide ahead of time which spells he’ll cast.

Metamagic: At 4th level the dweomerpulse can apply metamagic to his 0th level spells as if using a 1st level spell slot. At 8th level, the dweomerpulse can apply metamagic to his 0th and 1st level spells as if using a 2nd level spell slot. At 11th level, the dweomerpulse can apply metamagic to his 0th, 1st, and 2nd level spells as if using a 3rd level spell slot. At 8th level, the dweomerpulse can apply metamagic to his 0th, 1st, 2nd, and 3rd level spells as if using a 4th level spell slot. This only applies to dweomerpulse spells.

Endurance: A dweomerpulse gains Endurance as a bonus feat at 1st level.

Spell Intensity: At 3rd level, the dweomerpulse gains a +1 DC to all dweomerpulse spells cast. This improves to +2 at 7th level, to +3 at 11th level, to +4 at 15th level, and to +5 at 18th level.

Diehard: A dweomerpulse gains Diehard as a bonus feat at 5th level.

Wakeful (Ex): Starting at 10th level, a dweomerpulse needs only 1 minute of sleep per day (or the equivalent of sleep, for creatures that do not sleep as such).

Revival (Su): Starting at 15th level, a dweomerpulse who begins his round exhausted or fatigued makes a DC 20 Fortitude save. If the save succeeds, the dweomerpulse becomes fatigued if previously exhausted, or else throws off any fatigued condition.

Bounce Back (Su): Starting at 20th level, the dweomerpulse heals one point of nonlethal damage per round.

Spell List

The dweomerpulse's spell list consists of: