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    Default The Cultrimancer [3.5 Base Class, New Magic System, WIP]

    The Cultrimancer

    Cast spells? Why bother?” – Kyrie, a cultrimancer

    Enchanting a weapon or suit of armor is pointless – it takes time, effort, and in the end, it will likely be thrown away in favor of a more powerful object down the line. The cultrimancer instead infuses her weapon with arcane energy, mimicking the effects of enchantments but without the negatives. In addition, cultrimancers can often achieve unique effects that other classes can only theorize about.

    Abilities: Intelligence is important to all cultrimancers, as it decides the power of their Imbuements. Melee focused cultrimancers often focus on strength and constitution, while those that choose ranged combat often favor dexterity.

    Role: The cultrimancer plays similar to a fighter or other martial class. They are often front- or mid-line warriors, using their imbuements to damage opponents.

    Background: Cultrimancers are often found in any number of guilds based on focusing their talents. Here, cultrimancers can gain the training and practice they need in order to be proficient in their art. These guilds are often recruiting constantly.

    Organization: The aforementioned guilds are the main organizations for cultrimancers. However, cultrimancers can sometimes be found among mage’s guilds, studying normal arcane magic or teaching cultrimancy.

    Alignment: Many cultrimancers are lawful, due to the rigor and practice the art of cultrimancy requires. However, there is nothing barring chaotic characters from choosing the path of cultrimancy.

    Races: Races that have a martial bent, like dwarves, are more likely to become cultrimancers, but cultrimancers of nearly any race exist, and guilds rarely turn down a prospective apprentice.

    Religion: Cultrimancers approach religion like any other character. They often worship gods of magic or combat, commonly disregarding worship of racial gods in favor of the religions of their guildmates.

    Other Classes: A quick primer on what separates cultrimancers from other, similar classes:
    Spoiler
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    {table=head]Class Name|Similarities|Differences
    Soulknife|Cultrimancers can customize the weapons they wield, and have a pseudomagical feel, similar to soulknives.|Cultrimancers work with normal weapons, and enchant them, rather than magical soul weapons.
    Artificier|Cultrimancers can make weapons and armor with magical abilities|The magical powers of cultrimancers are temporary, and tied as much to the cultrimancer as the item.
    Wizard|They both use ARCANE POWER!1!1!!!!11!|Wizards cast spells, Cultrimancers make their items cooler.[/table]


    Hit Die: d10 – Cultrimancers are suited for melee combat, and train as such.

    Starting Gold: As fighter

    Class Features

    Class Skills: The Cultrimancer's class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (All skills, taken individually) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).

    Skill Points at First Level: (4+Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|-1-|-2-|-3-|-4-|-5-|-6-

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Imbuements|1

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Bonus Feat|2

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Imbued Proficiency|3

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Surge +1|4|1

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Drain Enchantment (1)|5|2

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +2
    |Double Release|6|3

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +2
    |Surge +2|7|4|1

    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +2
    |Drain Enchantment (2)|8|5|2

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +3
    |Transfer Imbuement|9|6|3

    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +3
    |Surge +3|10|7|4|1

    11th|
    +11/+6/+1
    |
    +7
    |
    +3
    |
    +3
    |Drain Enchantment (3)|10|8|5|2

    12th|
    +12/+7/+2
    |
    +8
    |
    +4
    |
    +4
    |Triple Release|10|9|6|3

    13th|
    +13/+8/+3
    |
    +8
    |
    +4
    |
    +4
    |Surge +4|10|10|7|4|1

    14th|
    +14/+9/+4
    |
    +9
    |
    +4
    |
    +4
    |Drain Enchantment (4)|10|10|8|5|2

    15th|
    +15/+10/+5
    |
    +9
    |
    +5
    |
    +5
    |Share Imbuements|10|10|9|6|3

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +5
    |
    +5
    |Surge +5|10|10|10|7|4|1

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +5
    |
    +5
    |Drain Enchantment (5)|10|10|10|8|5|2

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +6
    |
    +6
    |Quadruple Release|10|10|10|9|6|3

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +6
    |
    +6
    |Surge +6|10|10|10|10|7|4

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +6
    |
    +6
    |Nova Release|10|10|10|10|8|5[/table]

    Weapon and Armor Proficiencies: Cultrimancers are proficient with all simple and martial weapons, all armor, and all shields except tower shields.

    Imbuements (Su): The main feature of the Cultrimancer class is the ability to imbue their weaponry with a number of magical effects. After an 8 hour rest, a cultrimancer must spend 1 hour working with any armor or weaponry she wishes to imbue. By doing so, she inserts a number of dormant magical abilities into the weapon or armor. These imbuements last until the cultrimancer rests for 8 hours and imbues her weaponry again, or until released by the cultrimancer. Imbuements dormant in an item may be dispelled, but it is difficult to do so – The dispel check to dispel an inactive imbuement is increased by 5.

    These imbuements can be released only by the cultrimancer that imbued them. Releasing an imbuement is a free action, but can only be done when the cultrimancer attacks someone (In the case of a Weapon Imbuement) or when the cultrimancer is attacked (For armor imbuements). Releasing an imbuement must be done before the cultrimancer knows the results of the attack; she cannot retroactively stop an attack. In addition, she can only release one imbuement per attack. Once an imbuement is released, it stays in effect for the listed duration. An item can have more than one imbuement active at once. An item with an active imbuement bypasses DR/Magic.

    Imbuements register as arcane magic to spells that can differentiate the difference between arcane and divine. Similar to a warlock, Imbuements may not be used to qualify for prestige classes that have a specific level spellcasting as a requirement, but they can qualify for classes that require arcane caster level.

    A cultrimancer can only hold a number of imbuements total equal to the number indicated on the chart. It is perfectly fine for these imbuements to be spread across multiple items, and imbuements can be imbued using higher level imbuement slots. Very few imbuements allow saving throws, but those that do have a DC of 10+1/2 the cultrimancer’s class level + the cultrimancer’s Intelligence modifier. To imbue items with imbuements of a certain level, the cultrimancer must have an Intelligence score of at least 10 + that imbuement’s level.

    Bonus Feat: A 2nd level cultrimancer gains a bonus feat – this feat can be either a fighter bonus feat, or a Meta-Imbuement feat, detailed later on.

    Imbued Proficiency (Ex): The flow of magic in an item imbued by a 3rd level or higher cultrimancer allows her to wield the item more easily, as she is synchronized with it more than usual. A cultrimancer is automatically considered proficient in any weapon or armor that he or she has imbued with at least one imbuement.

    Surge (Su): A cultrimancer’s skill allows him to use any imbuement, no matter how small, to increase his skill in an item’s use. Whenever a cultrimancer of 4th level or higher releases a weapon imbuement, she gains a +1 competence bonus to attack and damage rolls for the duration of the imbuement. When an armor imbuement is released, she gains a +1 competence bonus to AC for the duration of the imbuement. This bonus applies to flat footed as well as touch AC. This bonus, as well as the one to weapons, increases by one for every 3 levels.

    Drain Enchantment (Su): Whenever a cultrimancer of at least 5th level imbues her items for the day, she may decrease the enhancement bonus of the item by a maximum of +1, and add an amount of extra imbuements to the item with total levels equal to the amount the enhancement was decreased by. These enhancement bonuses must be active on the weapon for the entire hour that the cultrimancer imbues them.This allows a cultrimancer to go over her normal limit of imbuements. These bonus imbuements cannot be transferred between items via the Transfer Imbuements ability. The maximum decrease possible increases by 1 every 3 levels.

    Double Release (Su): A cultrimancer of level 6 or above may release two imbuements at once as a free action. This increases to three imbuements at 12th level and four imbuements at 18th level.

    Transfer Imbuement (Su): As a full round action, a cultrimancer of at least level 9 can transfer any amount of imbuements from one item to another. This does not allow her to change the imbuements. The cultrimancer must be touching both items.

    Share Imbuements (Su): A cultrimancer of 15th level gains the ability to share imbuements with her allies. Whenever she releases an imbuement, one item within 50 feet of her may gain the effect of the imbuement as well as the originally imbued weapon. This effect ends when the first imbuement ends.

    Nova Release (Su): A cultrimancer of 20th level has honed her art to perfection. Whenever she may release an imbuement, she may release as many as she desires.
    Last edited by Rauthiss; 2010-06-17 at 02:03 AM.
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    Default Re: The Cultrimancer [3.5 Base Class, New Magic System]

    Imbuements:

    Level 1:
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    Acidic Blade
    Weapon Imbuement
    Duration: 1 Minute

    The imbued weapon deals 1d6 acid damage to any creature it hits.

    Electric Blade
    Weapon Imbuement
    Duration: 1 Minute

    The imbued weapon deals 1d6 electric damage to any creature it hits.

    Fiery Blade
    Weapon Imbuement
    Duration: 1 Minute

    The imbued weapon deals 1d6 fire damage to any creature it hits.

    Cold Blade
    Weapon Imbuement
    Duration: 1 Minute

    The imbued weapon deals 1d6 cold damage to any creature it hits.

    Sonic Blade
    Weapon Imbuement
    Duration: 1 Minute

    The imbued weapon deals 1d4 sonic damage to any creature it hits.

    Strength of Adamantine
    Armor Imbuement
    Duration: 1 Minute

    The imbued armor grants the holder DR 1/-.

    Resistant Armor
    Armor Imbuement
    Duration: 1 Minute

    When this imbuement is released, choose an energy type. The imbued armor grants the holder Resistance 5 against that energy type.

    Spellblock Armor, Least
    Armor Imbuement
    Duration: 1 Minute

    The imbued armor grants the holder Spell Resistance 13.


    Level 2:
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    Fortified Armor, Lesser
    Armor Imbuement
    Duration: 1 Minute

    The imbued armor grants the holder a 25% chance to negate extra damage any critical hit or sneak attack.

    Spellblock Armor, lesser
    Armor Imbuement
    Duration: 1 Minute

    The imbued armor grants the holder Spell Resistance 15.

    Healing Grip
    Weapon Imbuement
    Duration: 1 Round

    The Imbued weapon heals the wielder of 1d8 damage every time it successfully hits a creature.

    Assassin's Grip
    Weapon Imbuement
    Duration: 5 Rounds

    The Imbued weapon gives the wielder +2d6 sneak attack.


    Level 3:
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    Fortified Armor
    Armor Imbuement
    Duration: 1 Minute

    The imbued armor grants the holder a 50% chance to negate extra damage any critical hit or sneak attack.

    Spellblock Armor, Improved
    Armor Imbuement
    Duration: 1 Minute

    The imbued armor grants the holder Spell Resistance 17.

    Resistant Armor, Improved
    Armor Imbuement
    Duration: 1 Minute

    When this imbuement is released, choose an energy type. The imbued armor grants the holder Resistance 10 against that energy type.


    Level 4:
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    Spellblock Armor, Improved
    Armor Imbuement
    Duration: 1 Minute

    The imbued armor grants the holder Spell Resistance 19.

    Assassin's Grip, Greater
    Weapon Imbuement
    Duration: 5 Rounds

    The Imbued weapon gives the wielder +5d6 sneak attack.


    Level 5:
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    Fortified Armor, Greater
    Armor Imbuement
    Duration: 1 Minute

    The imbued armor grants the holder a 75% chance to negate extra damage any critical hit or sneak attack.

    Spellblock Armor, Greater
    Armor Imbuement
    Duration: 1 Minute

    The imbued armor grants the holder Spell Resistance 21.

    Resistant Armor, Greater
    Armor Imbuement
    Duration: 1 Minute

    When this imbuement is released, choose 2 energy types. The imbued armor grants the holder Resistance 20 against those energy types.


    Level 6:
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    Assassin's Grip, Superior
    Weapon Imbuement
    Duration: 5 Rounds

    The Imbued weapon gives the wielder +8d6 sneak attack.

    Fortified Armor, Superior
    Armor Imbuement
    Duration: 1 Minute

    The imbued armor grants the holder a 100% chance to negate extra damage any critical hit or sneak attack.

    Spellblock Armor, Greater
    Armor Imbuement
    Duration: 1 Minute

    The imbued armor grants the holder Spell Resistance 23.

    Immune Armor
    Armor Imbuement
    Duration: 1 Minute

    When this imbuement is released, choose an energy type. The imbued armor grants the holder immunity to that energy type.
    Last edited by Rauthiss; 2010-06-23 at 10:46 PM.
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    Default Re: The Cultrimancer [3.5 Base Class, New Magic System]

    FEATS:

    Extend Imbuement - [Meta-Imbuement]
    By increasing an imbuement's level by 1 as she prepares it, a cultrimancer may double the duration of that imbuement.
    Last edited by Rauthiss; 2010-06-02 at 10:43 AM.
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    Default Re: The Cultrimancer [3.5 Base Class, New Magic System, WIP]

    Alright, all, bring it on! The class is largely empty at this point, but I plan to add to it as time goes on. If anyone is interested in making any imbuements, I'm totally open for suggestions. The format should be easy enough.

    Critiques are, as always, greatly appreciated.
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    Default Re: The Cultrimancer [3.5 Base Class, New Magic System, WIP]

    Haven't read it yet, but I think if you provided comparison and contrast to the Soulknife, and, if possible the artificer, then that would be good.


    EDITS:
    Does any active imbuement cause the weapon to count as magical for purposes of by-passing DR X/magic?

    The mechanics for dispelling imbuements need to be refined clarified... right now I initially thought that it was a seperate roll, but now I think it would be easier to simply say something along the lines of "the DC of checks to dispel an imbuement is increased by 5.".

    Surge gives a pretty significant bonus to AC, especially since it stacks with existing enchantments on the armor. You also need to specify THAT it functions even when flat-footed and IF it functions against touch attacks. Also, it is unclear if the bonuses to weapons scale with level.

    If you follow the standard convention, Sonic Blade should do 1d4, instead of 1d6 (because very few things resist Sonic).

    Speaking of which, Energy Resistance would make a good series of Imbuements. Maybe even Immunity at the highest level.


    Is Share Imbuement the an "as well" thing, or a "instead of" thing? Also note that since nothing says you can't target another item in your possession, it at least makes TWF builds more efficient, and there may be some other tricks you can pull that people might be able to think up.
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    Default Re: The Cultrimancer [3.5 Base Class, New Magic System, WIP]

    Quote Originally Posted by DracoDei View Post
    Haven't read it yet, but I think if you provided comparison and contrast to the Soulknife, and, if possible the artificer, then that would be good.

    I'll go through and add that in under "Other Classes"


    EDITS:
    Does any active imbuement cause the weapon to count as magical for purposes of by-passing DR X/magic?

    Yes. Added.

    The mechanics for dispelling imbuements need to be refined clarified... right now I initially thought that it was a seperate roll, but now I think it would be easier to simply say something along the lines of "the DC of checks to dispel an imbuement is increased by 5.".

    Sounds good.

    Surge gives a pretty significant bonus to AC, especially since it stacks with existing enchantments on the armor. You also need to specify THAT it functions even when flat-footed and IF it functions against touch attacks. Also, it is unclear if the bonuses to weapons scale with level.

    It does function against both, and they do. Clarified.

    If you follow the standard convention, Sonic Blade should do 1d4, instead of 1d6 (because very few things resist Sonic).

    Done.

    Speaking of which, Energy Resistance would make a good series of Imbuements. Maybe even Immunity at the highest level.

    Done.

    Is Share Imbuement the an "as well" thing, or a "instead of" thing? Also note that since nothing says you can't target another item in your possession, it at least makes TWF builds more efficient, and there may be some other tricks you can pull that people might be able to think up.

    As well. I figured it could use the help.
    Thank you for pointing those out, DD. I appreciate it.
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    Default Re: The Cultrimancer [3.5 Base Class, New Magic System, WIP]

    As written, Drain Enchantment becomes super broken with Magic Weapon and Greater Magic Weapon shenanigans.

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    Default Re: The Cultrimancer [3.5 Base Class, New Magic System, WIP]

    Quote Originally Posted by Hyooz View Post
    As written, Drain Enchantment becomes super broken with Magic Weapon and Greater Magic Weapon shenanigans.
    Magic Weapon and such add an enhancement bonus, while drain enchantment only drains the enchantment bonus.

    EDIT: And on a closer look at the rules... that makes them useless. :|

    And, Fixed. That said, why was it super-broken before? The item can only be decreased by a maximum given.
    Last edited by Rauthiss; 2010-06-03 at 11:43 PM.
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    Default Re: The Cultrimancer [3.5 Base Class, New Magic System, WIP]

    This looks cool. Can't wait for more weapon imbuements.
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    Default Re: The Cultrimancer [3.5 Base Class, New Magic System, WIP]

    Quote Originally Posted by Rauthiss View Post
    Magic Weapon and such add an enhancement bonus, while drain enchantment only drains the enchantment bonus.

    EDIT: And on a closer look at the rules... that makes them useless. :|

    And, Fixed. That said, why was it super-broken before? The item can only be decreased by a maximum given.
    Right, but with one widely accessible spell (say, that you have a wand of), you can drain enhancement bonus without actually effecting the weapon at all. Free extra imbuements.

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    Default Re: The Cultrimancer [3.5 Base Class, New Magic System, WIP]

    1. Interesting solution to a recurring problem, but I think Surge's untyped modifiers (which thus stack) + multiple attacks + relasing multiple imbuements breaks the class.
    Ex 1: A 7th level cultrimancer would get +4 to attacks and hits with his first attack, and an additional +4 with his second, gaining a total of +8 to all attacks in just the first round, even if he doesn't hit. If he has two-weapon fighting that's a +12 bonus instead since he actually has 3 attacks.
    Ex 2: At 20th level he's able to unleash any number of them in a single shot, so he could release all 30 of the 1st-3rd level imbuements and get +180 to all attacks and damage for 1 minute if you're allowed to prepare 3rd level slots with 1st level imbuements, or simply +60 if you just use 1st level slots.

    Maybe you should have at least a cap of the character level, so the 20th level is only getting a +20 to all attacks? Or else have surge only activate the first time you use an imbuement in combat?

    2. Clarifying if you can prepare low level imbuements as higher level slots would be helpful. Alternatively, you could dispense with the slot-system and have a max number of levels of imbuement you could prepare and a limited number of imbuements known (like a psion). At the beginning of the day you could choose which and how many imbuements you would prepare and it would be an interesting balancing act between power and sustainability (unless you have Surge as it's written, in which case you get only 1st level weapon imbuements)

    3. If you want to expand the fluff, I'd like the idea that they commune with forces/spirits of war/metal/weaponry to imbue their weapons and armor.

    4. Also, if my weapon gets stolen or my armor is destroyed I would no longer have the imbuements I prepared for that day, correct? This could either be an interesting point to debate about keeping or an interesting base for new feats/alternate class features.

    5. Possible imbuements for either armor or weapons(maybe in different ways)
    • Any enchantment which already exists (Blinding, Speed, Smiting), though I know that may be boring
    • Holiness (Burning the unjust or the undead)
    • Spell-Turning
    • Luck


    Ideas for armor imbuements:
    • Evasion or Blink
    • Teleportation? Maybe more like Word of Recall than anything else...
    • Make a save that you would otherwise fail
    • Shaping/Animating anything that hits you (making offending weapons melt or lash back)
    • Cheating Death (when you would go below 1 HP, instead you just go to 1)


    For Weapons:
    • Severing Souls
    • Limited Precognition
    • Changing the shape of the weapon (like converting it to a pole-arm so you could get reach, or a spiked chain so you could make yourself not fall)
    Last edited by AsuroftheStair; 2010-06-17 at 01:52 AM. Reason: Clarity
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    Default Re: The Cultrimancer [3.5 Base Class, New Magic System, WIP]

    Quote Originally Posted by AsuroftheStair View Post
    1. Interesting solution to a recurring problem, but I think Surge's untyped modifiers (which thus stack) + multiple attacks + relasing multiple imbuements breaks the class.
    Ex 1: A 7th level cultrimancer would get +4 to attacks and hits with his first attack, and an additional +4 with his second, gaining a total of +8 to all attacks in just the first round, even if he doesn't hit. If he has two-weapon fighting that's a +12 bonus instead since he actually has 3 attacks.
    Ex 2: At 20th level he's able to unleash any number of them in a single shot, so he could release all 30 of the 1st-3rd level imbuements and get +180 to all attacks and damage for 1 minute if you're allowed to prepare 3rd level slots with 1st level imbuements, or simply +60 if you just use 1st level slots.

    Maybe you should have at least a cap of the character level, so the 20th level is only getting a +20 to all attacks? Or else have surge only activate the first time you use an imbuement in combat?

    Oh god I never even thought of that. I think I'll just make the bonuses competence (And thus no longer stackable).

    2. Clarifying if you can prepare low level imbuements as higher level slots would be helpful. Alternatively, you could dispense with the slot-system and have a max number of levels of imbuement you could prepare and a limited number of imbuements known (like a psion). At the beginning of the day you could choose which and how many imbuements you would prepare and it would be an interesting balancing act between power and sustainability (unless you have Surge as it's written, in which case you get only 1st level weapon imbuements)

    Hm, true. I think I'll just make them able to prepare imbuements as lower slots.

    3. If you want to expand the fluff, I'd like the idea that they commune with forces/spirits of war/metal/weaponry to imbue their weapons and armor.

    Cool. I like it.

    4. Also, if my weapon gets stolen or my armor is destroyed I would no longer have the imbuements I prepared for that day, correct? This could either be an interesting point to debate about keeping or an interesting base for new feats/alternate class features.

    You are correct, somewhat. If an item with an imbuement is stolen or destroyed, then all imbuements in that item are lost.

    5. Possible imbuements for either armor or weapons(maybe in different ways)
    • Any enchantment which already exists (Blinding, Speed, Smiting), though I know that may be boring I planned on doing this, just haven't gotten around to it.
    • Holiness (Burning the unjust or the undead) I think holy and unholy would fit in above!
    • Spell-Turning Cool.
    • Luck I like it. double roll every attack for a round or two?


    Ideas for armor imbuements:
    • Evasion or Blink
    • Teleportation? Maybe more like Word of Recall than anything else...
    • Make a save that you would otherwise fail
    • Shaping/Animating anything that hits you (making offending weapons melt or lash back)
    • Cheating Death (when you would go below 1 HP, instead you just go to 1)


    For Weapons:
    • Severing Souls
    • Limited Precognition
    • Changing the shape of the weapon (like converting it to a pole-arm so you could get reach, or a spiked chain so you could make yourself not fall)
    You have some pretty cool ideas for imbuements there; I'll have to get around to them at some point. Thanks for the input!
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  13. - Top - End - #13
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    Default Re: The Cultrimancer [3.5 Base Class, New Magic System, WIP]

    Hmm... how about imbuements that mimic class abilities? One that gives you occasional Sneak Attack, or Smite (Alignment)?
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    Default Re: The Cultrimancer [3.5 Base Class, New Magic System, WIP]

    Added more imbuements. Honestly, this class has kind of lost a lot of my interest, so there probably won't be many more updates for a while.
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