Can someone stat these please? [Archive] - Wizards Community

Post/Author/DateTimePost
ArgulFraster

09-20-07, 11:09 PM
http://lancaster.spiderspawn.com/?comic_id=539

Meet the Weavers, some of the most amusing little undead you are ever likely to meet.

And ones I want to use in a campaign of mine. Can someone stat them please?
wizardguy2003

09-20-07, 11:22 PM
Umm slap a zombie template on a penquin or duck or whatever they are?
ArgulFraster

09-20-07, 11:37 PM
No. Wouldn't work.

Weavers basically rebuild reality and use a variety of sewing-based abilities to defeat their foes. In the comic they seal up rifts caused by Belknap using the Reaper's Scythe.

If they really dislike an enemy, they'll sew their limbs to their body and all their orifices shut.
wizardguy2003

09-20-07, 11:41 PM
Got a site with their description and everything they can do? They might be interesting in my games too. :)
ArgulFraster

09-21-07, 03:26 PM
Check the next few comics after the link. One of the characters explains about them.

Come to think about it, Weavers are probably Outsiders. They're also violent when it comes to the death of one of their fellows. Kill one and you bring the lot down on you.
ArgulFraster

09-21-07, 07:50 PM
http://lancaster.spiderspawn.com/?comic_id=634

Hide In Plain Sight (EX): As a free action, a Weaver can slump into a ragdoll-like state, providing a +4 circumstance bonus on Hide checks. While slumped, a Weaver is treated as flat-footed. Getting back up again is a move action that removes 5 feet from the possible movement that round.
Getting up in combat provokes an attack of opportunity.
wizardguy2003

09-22-07, 01:07 AM
Weave (Ex) :A Weaver is never without thier needle and thread. This is no ordinary seamstress item, but a strand of unearthly material that far stronger than it appears. On a successful ranged touch attack, a Weaver can entangle their target by sewing their body with this thread. A successful reflex save (DC equal to the successful attack roll of the weaver) gives the target the opportunity to attempt to use either a strength check or escape artist check against a DC 13 to either break seams or immediately slip away from their nimble hands. Otherwise this attempt must wait till the next round. The thread of the Weaver is also capable of affecting ethereal beings.

Seal Rift (Ex):A Weaver can use it's thread to seal rifts in space, such as dimensional breachs and various planar summoning effects. A Weaver must literally sew the tattered pieces of the rift back together, taking 1d4 rounds per cubic foot of breach of uninterupted concentration. While doing this, the Weaver may take no other action without stopping his weaving and thereby needing to begin anew as the unsecured strands seperate.

Rage(Ex): When a Weaver witnesses the death of one of it's ilk, it enters into a frenzy of violence. This frenzy is completely directed towards those responsible for the fellow Weaver's demise. This ability works exactly like the Barbarian one of the same name save that the attitude of the Weaver towards their target is shifted down two levels, leaving an animosity towards that target even after their rage subsides.
ArgulFraster

09-22-07, 12:04 PM
Nice. But now we need ability scores and hit dice. Qualities are easy to figure out, I mean, look at me, I managed to do one. But the further things are going to be hard.

What we do know:
Type: Outsider.
Size: Small.
Organization: Solitary, pack (3d6+6), or loom (2d20+10)
Intelligence: Probably somewhere around 10. They are incapable of typical speech.
Dexterity: Probably pretty high. I mean, they DO sew reality back together.
Constitution: More or less average. If you catch one alone you can snap its neck fairly easily.
Wisdom: We have no way of knowing.
Charisma: Likewise.
Feats: Weapon Finesse (thread and needle), Weapon Focus (thread and needle), Weapon Specialization (thread and needle), Unearthly Grace, Hive Mind (just a theory), Multiattack
CR: What, you expect me to guess?
wizardguy2003

09-22-07, 02:59 PM
Perhaps Outsider subtype and construct type, since they are essentially, from the look of them, little golems. As a construct they wouldn't have an Int or Con and the Hive Mind idea helps with that as well. Charisma I would say could be not bad, since they are cute and fuzzy, maybe something like a 12. Wisdom is a blank, so I would keep them at average 10, Dex of a 15 would be a start add unearthly grace and that should be pretty good. HD would be around that of a homunculus, 2d10 maybe?
ArgulFraster

09-22-07, 06:10 PM
I dunno about construct. I think they're just outsiders that follow different rules than we do. If any kind of construct, they're living constructs-they can have their necks snapped.

I think they DO have a Con score-they can have their necks snapped. (http://lancaster.spiderspawn.com/?comic_id=539) They DO have an INT, they show as much, even if all they can say is "Kii!"

They don't NEED to be part of a Hive Mind, they can be seperate from a swarm of them and be selfintelligent. I think that they automatically hivemind when they reach certain numbers (like a pack or loom.) Also, they vary a bunch.

WEAVER VARIANTS:

Twohead: Increase Int score and give a permanent +2 assistance bonus on all checks removed only when one head is lost. Vorpal attacks work but must be made twice.

Egghead: Greatly increase Int score.

Longleg: +2 bonus on Jump checks, increase in Strength. Small size.

Triple Eye: Permanent +2 bonus to Search, Spot, and all other vision-related checks. Recieves always active Find Secret Doors (caster level 3rd.)

Burly: Greatly increase Strength score (+3), slightly reduce Dex (-1).

Eyeless: Blindsight 60 feet. Can see through the eyes of other Weavers in a swarm. +2 Wisdom, -1 Dexterity

One Eye: -1 Dexterity. -1 to Search and Spot checks.

Four Eyes: +4 Search, Spot, and all other vision-related checks. Recieves always active true strike and find secret doors(caster level 3rd).

Minis: Diminuitive size. No arms.
wizardguy2003

09-23-07, 01:08 AM
I like the idea of the variants, but where are you getting those? I must of missed them in the comic. Just an outsider would be fine, so far I see nothing more than animal intelligence being demonstrated, with "kill" being their growl or coo or what have you.
ArgulFraster

09-23-07, 02:40 PM
Look at all the Weavers in the comics. They vary a lot. Burlies were the only one I really created, but they were based on a heavyset variety.

And later, one of the weavers demonstrates a cat's cradle to Shilliam. A monkey can't do a cat's cradle.
wizardguy2003

09-24-07, 01:31 AM
But a spider can weave an intricate design in their web. I still see it as part of their affinity for weaving, not higher intelligence.
ArgulFraster

09-24-07, 01:06 PM
It's my personal belief that the things are self-intelligent; they can teach. A little after Shilliam asks the Weaver politely, it teaches him how to do the cat's cradle. Some of the higher apes can teach to a small degree, but nothing complex like a web.

Besides, what mindless creatures have weapon proficiencies for things that aren't part of them?
wizardguy2003

09-25-07, 07:15 AM
Ok, intelligent it is then. Perhaps average though, since they seem to need orders to take action, save for their desire to patch rifts? 10?
ArgulFraster

09-25-07, 09:05 PM
I did suggest 10 before, if you'll check.
wizardguy2003

09-25-07, 11:31 PM
Well, seems ya pretty much have it handled then. Don't see what else they would need off hand. :)
ArgulFraster

09-26-07, 12:17 AM
Well, here goes nothing.

Weaver
Tiny Construct (Living, Extraplanar)
Hit Die: 2d8+10 (14 HP)
Initiative: +5
Speed: 30 feet
AC: 20 (+2 size, +4 dex, +4 natural)
Base Attack/Grapple: +1/-9
Attack: Needle Slash+ melee OR Thread&Needle+? Ranged
Full Attack: 2Needle (1d4 piercing) +5 melee OR 2Thread&Needle+5 (1d4 Piercing) Ranged OR Needle Slash (1d6 slashing) +3
Space/Reach: 5ft/5ft
Special Attacks: Weave, Rage, Summon Weavers, Sew, Needle Swing
Special Qualities: Living Construct traits, Seal Rift (EX), Hide In Plain Sight (EX), Outsider Traits
Saves: Fort +2, Ref+12, Will +1
Abilities: Str 11, Dex 22, Con 12, Int 10, Wis 11, Cha 10
Skills: Profession (tailor) 15, Jump 5, Knowledge (planes) 15, Hide +10 (2, +8 size),
Feats: Weapon Focus (thread&needle), Skill Focus: Profession (tailor), Weapon Finesse (thread&needle), Weapon Specialization (thread&needle), Unearthly Grace, Hive Mind, Multiattack, Skill Focus (hide)
Environment: Any land and extraplanar
Organization: Solitary, pair, pack (3d6+6; roll 1d6 for types, then roll 3d6 for numbers), loom (1d6+3 each type +1d4 Four Eyes)
Treasure: No coins, no goods, no art objects, needle of rifts, thread of dimensional repair

A tiny creature stands before you, its head tilted slightly. It seems to be made of colorful rags, and its button eyes are quite literal. It holds a needle and thread in one of its fingerless hands. "Kii?"

Weavers exist to repair the damage dealt to the multiverse by spells such as gate. They usually move in packs.
Weavers do not speak aside from a "Kii!" noise. The intent of their statements can be understood from context or a comprehend languages spell. Weavers understand Common, Infernal, Abyssal, Celestial, Sylvan, Auran, and Aquan. Four Eyes may know other languages (DM's discretion.)

Hide In Plain Sight (EX): As a free action, a Weaver can slump into a ragdoll-like state, providing a +4 circumstance bonus on Hide checks. While slumped, a Weaver is treated as flat-footed. Getting back up again is a move action that removes 5 feet from the possible movement that round.
Getting up in combat provokes an attack of opportunity.

Weave (Ex) :A Weaver is never without thier needle and thread. This is no ordinary seamstress item, but a strand of unearthly material that far stronger than it appears. On a successful ranged touch attack, a Weaver can entangle their target by sewing their body with this thread. A successful reflex save (DC equal to the successful attack roll of the weaver) gives the target the opportunity to attempt to use either a strength check or escape artist check against a DC 13 to either break seams or immediately slip away from their nimble hands. Otherwise this attempt must wait till the next round. The thread of the Weaver is also capable of affecting ethereal beings.

Seal Rift (Ex): A Weaver can use it's thread to seal rifts in space, such as dimensional breachs and various planar summoning effects. A Weaver must literally sew the tattered pieces of the rift back together, taking 1d4 rounds per cubic foot of breach of uninterupted concentration. While doing this, the Weaver may take no other action without stopping his weaving and thereby needing to begin anew as the unsecured strands seperate.

Sew (EX): When a Weaver hits with a needle (piercing only), they may continue to make attacks until they cannot hit their opponent or their opponent attacks them. This is an Exceptional ability.

Rage(Ex): When a Weaver witnesses the death of one of it's ilk, it enters into a frenzy of violence. This frenzy is completely directed towards those responsible for the fellow Weaver's demise. This ability works exactly like the Barbarian one of the same name save that the attitude of the Weaver towards their target is shifted down two levels, leaving an animosity towards that target even after their rage subsides.

Hive Mind (EX): Any Weaver within 50 feet of another knows everything the other Weavers do and may recieve assistance bonuses from a number of Weavers equal to their intelligence modifier +4. Any Weaver currently part of a Hive Mind is not considered flanked unless they all are. Weavers currently part of a Hive Mind may attack as a swarm.

Needle Swing (EX): A Weaver may swing their needle on the end of its string to deal 1d6 slashing.

Unearthly Grace: Weavers have +4 dexterity.

Outsider Traits: Weavers are both Outsiders and Living Constructs.

Needle of Rifts
This item is quite valuable-once per hour, the user may attempt a knowledge (the planes) check to make a rip to a plane of their choice. Failure results in being sent to a random plane.
A critical failure results in a loom of Weavers attacking you as the needle breaks.
Value: 15500 gold
Strong Abjuration, CL 18th, cannot be created save by Weavers
Diminutive size; 1d4 Piercing or 1d4 slashing when used with thread

Thread of Rift Repair
This silvery thread is used by the Weavers to repair holes in the multiverse. It is nigh-indestructible and never decays naturally. If used with a Needle of Rifts, it can seal up the effects of spells such as gate.
Value: 1000 gold X bobbin
Faint Abjuration, CL 9th, cannot be created save by Weavers

WEAVER VARIANTS:

Twohead: +2 Int. Give a permanent +2 assistance bonus on all checks removed only when one head is lost. Vorpal attacks work but must be made twice.

Egghead: Int+4

Longleg: +2 bonus on Jump checks, increase in Strength. Small size.

Triple Eye: Permanent +2 bonus to Search, Spot, and all other vision-related checks. Recieves always active Find Secret Doors (caster level 3rd.)

Burly: Greatly increase Strength score (+3), slightly reduce Dex (-1).

Eyeless: Blindsight 60 feet. Can see through the eyes of other Weavers in a swarm. +2 Wisdom, -1 Dexterity

One Eye: -1 Dexterity. -1 to Search and Spot checks. Can see through eyes of other Weavers in a swarm.

Four Eyes: +4 Search, Spot, and all other vision-related checks. Recieves always active true strike and find secret doors(caster level 3rd).

Minis: Diminuitive size. No arms.

Argh. Two days of work and they're done-probably broken as hell, but I don't care.