Raveler

Feats

Centering Mightweaving (Combat, Ravel)

Prerequisites: Mightweaving

Benefits: Whenever you use mightweaving, you regain your martial focus.

Dedicated Raveler (Ravel)

You have continued your training with your ravels even when focusing your efforts on other goals.

Prerequisites: Ability to weave ravels.

Benefits: Your caster level with your ravels is increased by +4, to a maximum of your character level. This applies before any enhancement bonuses to your caster level.

Dual-Sphere Ravel (Ravel)

You have learned to infuse the energy of a second sphere of magic into your ravels.

Prerequisites: Ability to weave ravels.

Benefits: Choose one of your ravels, and choose of a sphere of magic that isn’t already associated with that ravel. The chosen ravel gains the chosen sphere as an associated sphere in addition to its normal associated sphere, using the higher of your class level that grants you ravels or the higher of your caster level in either of its associated spheres as its caster level. It is otherwise treated as a ravel of associated with its base associated sphere and your chosen associated sphere for all purposes.

If you retrain the chosen ravel, you may choose a new ravel and sphere using this feat in its place.

Special: This feat can be selected multiple times, choosing an additional ravel each time it is selected. You cannot choose the same ravel multiple times.

Flexible Ravels (Ravel)

You have learned to more flexibly utilize your ravels, allowing you to more easily weave and unweave them.

Prerequisites: Ability to weave 2 or more ravels.

Benefits: As a move action, you can return one of your ravels to its woven state and unweave a different ravel in its place. This newly unweaved ravel remains unwoven for the same duration as the previous ravel, and any effects that were tied to the previous ravel are now tied to this one. This newly unweaved ravel cannot be affected by this ability again until it returns to its woven state.

Raveled Eureka (Ravel)

Prerequisites: Hypothesis Dice 2d6, ability to weave ravels

Benefits: You may spend a spell point to reroll your hypothesis dice whenever you unweave a ravel and may spend spell points gained from magicweaving to reroll your hypothesis dice (in addition to using those spell points on the ability selected with magicweaving).

When you weave a ravel, you may select up to one d6 result for every temporary spell point the ravel would grant through magicweaving. You may select the same result multiple times. When you roll your hypothesis dice as a result of unweaving that ravel, you may use each chosen d6 result in place of a single roll with your hypothesis dice.

Restorative Raveling (Ravel)

You can infuse an unwoven ravel with your magical power, restoring it to its original state.

Prerequisites: Casting class feature, ability to weave ravels.

Benefits: As an immediate action you may spend 1 spell point to return one of your unweaved ravels to its normal state.

At 7th level, 13th level, and 19th level, this spell point cost increases by 1. This is considered to be a sphere effect.

Reserve Ravel (Ravel)

Your skills have allowed you to modify your ravels when they return to their normal state.

Prerequisites: Ability to weave ravels.

Benefits: When you gain this feat, choose a single ravel. That ravel is treated as your reserve ravel. You do not gain any of the benefits of your reserve ravel, and it cannot be unweaved.

Whenever one of your ravels stops being unwoven, you can choose to replace that ravel with one of your reserve ravels, gaining the effects of your reserve ravel and placing the original ravel in reserve.

Special: This feat can be selected multiple times, allowing you to choose an additional reserve ravel each time it is selected.

Shadowwoven Ravel (Ravel)

You have learned to form your ravels from shadowstuff.

Prerequisites: Ability to weave ravels.

Benefits: When you finish a night’s rest, you can choose any ravels you possess that are associated with the Conjuration or Evocation schools and cause them to be associated with the Illusion school and Illusion sphere instead of their normal school and sphere until you next finish a night’s rest. Any effects created by those ravels are illusions formed of shadowstuff instead of their normal effects. Creatures who can see through illusions can see through these effects as if they were translucent and these effects do not block their line of sight (such as magical darkness, concealment, or cover), but they otherwise treat them as real. Creatures who have saving throw bonuses against illusions gain those bonuses against these effects.

Stitched Channeling [Channeling, Ravel]

Prerequisites: Ability to weave either the Deathless Reams or Mending Hitch ravel

Benefits: When you use the touch attack of Deathless Reams or Mending Hitch, you may unweave the ravel to instead affect all living or undead creatures within 30 feet. Creatures in the area are allowed a Will saving throw against your ravel DC for half damage. This ability counts as channel positive energy (for Mending Hitch) or channel negative energy (for Deathless Reams) for the purpose of prerequisites and feats which modify channel energy, using the number of d8s healed with Mending Hitch or the number of d6s dealt with Deathless Reams as the number of d6s in channel energy.

Whenever an ability would require you to spend a use of channel energy, you may choose to unweave a ravel in place of spending a use of channel energy.

Synergistic Unweaving (Ravel)

You have learned to further empower your spells by using a ravel of their associated magical school or sphere.

Prerequisites: Ability to weave ravels, casting class feature or ability to cast spells, caster level 5.

Benefits: Whenever you cast a spell or magic sphere effect by unweaving a ravel, if that spell’s school or magic sphere effect’s sphere matches the ravel’s associated school or sphere the caster level of that spell or magic sphere effect is increased by +1.

Unweaving Strike (Combat)

You have learned to unweave reality with your strikes, combining it with your martial and magical powers.

Prerequisites: Unweave reality class feature, base attack bonus +8

Benefits: You gain the following additional options with your unweave reality ability:

Unweaving Strike: When you use a [strike] talent as a standard action, you can spend a swift action to deal an additional 1d6 points of damage on a successful hit. This damage increases by +1d6 when you reach 5th level, and every 4 levels thereafter, in the class that grants you your unweave reality ability. This damage is not multiplied on a critical hit, ignores the target’s damage reduction and resistances (but not hardness), and is not halved when dealing damage to an object.

Unweaving Attack: You may use your unweaving assault ability as a special attack action. When you do so, you may only make a single attack but it is treated as an attack made with the attack action for all purposes. If you have the Vital Strike, Improved Vital Strike, or Greater Vital Strike feats, each additional die of damage dealt by your unweaving attack gains a +1 bonus to its roll for each of those feats you have (1d6+1 for Vital Strike, 1d6+2 for Improved Vital Strike, and 1d6+3 for Greater Vital Strike per die).

Weave Ravel (Ravel)

You have learned to weave the lingering magical power remaining after you cast spells into a ravel.

Prerequisites: Int 15 or Cha 15 or Wis 15, casting class feature or ability to cast spells, caster level 5

Benefits: You gain the ability to weave some of your lingering magical power into a supernatural effect known as a ravel. When you gain this feat, choose a single ravel and one of your mental ability scores (Intelligence, Charisma, or Wisdom). You gain the effects of the chosen ravel, and use the chosen ability score to determine your ravel modifier. Your effective caster level for your chosen ravel is equal to half your character level (enhancement bonuses to your caster level can increase this caster level, as normal).

As a full-round action you can unweave your ravel to cast a spell of 1st level or lower with a casting time of 1 standard action or less. If you are a prepared caster, it must be a spell you have prepared today (it can be a spell you have already cast today).

As a full-round action you can unweave your ravel to cast a sphere effects with a casting time of 1 standard action or less. You gain 1 temporary spell point which may only be spent on that sphere effect, and you cannot otherwise spend your other spell points on that sphere effect. Any spell points granted by this effect that you choose not to use are immediately lost.

The rules for ravels can be found here.

Special: This feat can be selected an additional time at 12th and 19th level. You do not gain additional ravels when selecting this feat additional times. When selected twice, if you unweave a ravel to cast a spell you may cast a spell of 2nd level or lower, or 3rd level or lower if this feat is selected three times. If you unweave a ravel to cast a sphere effect, you gain 2 temporary spells points if this feat is selected twice, or 3 temporary spell points if this feat is selected 3 times.

Woven Recharge [Drawback, Ravel]

Prerequisites: Charged Spells (drawback), magicweaver or sphereweaving class feature

Benefits: You may use temporary spell points gained from unweaving a ravel or shattering a veil to pay for a charged sphere effect instead of investing spell points in a charged sphere effect. You may create a charged sphere effect without investing the sufficient spell points needed to cast it, in which case the remaining spell points must come from a ravel or veil.
Whenever you reweave a veil or ravel that you have unwoven or shattered, you may recharge a single charged sphere effect, spending a number of spell points equal to the number of spell points spent on the charged sphere effect you recharge.

Whenever you use an ability which recharges a charged sphere effect, if you unwove a ravel or shattered a veil to pay the spell point cost of the charged sphere effect, the spell point cost of recharging the the spell is reduced by the number of temporary spell points granted by the ravel or veil.

Special: If you possess the Restorative Ravel feat, you may use the Restorative Ravel feat any number of times as a free action as part of using any feat other than Woven Recharge which allows you to recharge charged spells. The number of ravels rewoven cannot exceed the number of charges recharged.

Magic Items

Raveler’s Boon

Aura see text; CL 3 (+1), 6 (+2), 9 (+3), 12 (+4), 15 (+5)
Slot see text; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); Weight 1/2 lbs.

This silver chain links numerous crystals together into a weave that can boost the power of your ravels. As part of its creation a raveler’s boon is attuned to a single school of magic, and grants an enhancement bonus to the caster level of your ravels associated with that school of magic when worn based on the strength of the raveler’s boon. A raveler’s boon can be worn in any of your magic item slots. If your caster level with your associated school is lower than your character level in the class that granted you your ravels (before applying this bonus), this bonus is instead added to your class level when determining the effective caster level of your associated ravels.

A +1 and +2 raveler’s boon has a faint aura of its associated magic school, a +3 and +4 has a moderate aura, and a +5 has a strong aura.

Alternatively, a raveler’s boon can instead be attuned to a single magic sphere as part of its creation. Doing so reduces the cost and price of the raveler’s boon by 50%, causes it to grant an enhancement bonus to your caster level of ravels of that associated magic sphere when worn, and causes it to have an aura of that magic sphere instead.

Construction Requirements
Craft Wondrous Item, Craft Marvelous Item, or Craft Implement of Power, must have a ravel of the attuned magic school or magic sphere; Cost 500 gp (+1), 2,000 gp (+2), 4,500 gp (+3), 8,000 gp (+4), 12,500 gp (+5)

Raveler’s Yarn

Aura see text; CL 3
Slot none; Price 10,000 gp; Weight 1/2 lbs.

This skein of magical yarn is associated with a single ravel, chosen upon its creation. This skein of yarn has a weak aura of the chosen ravel’s school and sphere.

By spending one hour, a character who can weave ravels can weave this yarn into one of their existing ravels, changing it into the associated ravel. This change can be reversed by spending an hour unweaving the yarn. The changed ravel is treated as the ravel associated with this yarn for all purposes. A character cannot weave this yarn into one of their ravel’s if they already have the yarn’s associated ravel woven.

Construction Requirements
Craft Wondrous Item or Craft Marvelous Item, creator must be able to weave ravels; Cost 5,000 gp

Raveler’s Yarn, Lesser

Aura see text; CL 3
Slot none; Price 1,000 gp; Weight

This small ball of yarn functions as per raveler’s yarn, save that when it is woven into a ravel the changes persist for 24 hours, after which the lesser raveler’s yarn is destroyed. It is also destroyed if the yawn is unwoven from the ravel before this 24 hours passes.

Construction Requirements
Craft Wondrous Item or Craft Marvelous Item, creator must be able to weave ravels; Cost 500 gp

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