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noobofsonicboom
2009-04-13, 11:06 PM
Cantripist

lvl bab fort Ref Will Special Spells Known
1 0 0 0 2 Spells, Greater Cantrips 4
2 1 0 0 3 Metamagic Reservoir, 5
Bonus Metamagic Feat
3 1 1 1 3 6
4 2 1 1 4 7
5 2 1 1 4 Bonus Metamagic Feat 8
6 3 2 2 5 Advanced Cantrips
(1st level) 9
7 3 2 2 5 10
8 4 2 2 6 Bonus Metamagic Feat 11
9 4 3 3 6 12
10 5 3 3 7 13
11 5 3 3 7 Bonus Metamagic Feat 14
12 6 4 4 8 Advanced Cantrips
(2nd level) 15
13 6 4 4 8 16
14 7 4 4 9 Bonus Metamagic Feat 17
15 7 5 5 9 18
16 8 5 5 10 19
17 8 5 5 10 Bonus Metamagic Feat 20
18 9 6 6 11 Advanced Cantrips
(3rd level) 21
19 9 6 6 11 22
20 10 6 6 12 Bonus Metamagic Feat 23


Spells: A Cantripist casts both arcane and divine spells from the spell lists available to bards, clerics, druids, sorcerers and wizards. A Cantripist may take spells from other spell lists at the price of 1000gp each. S/he may cast spells spontaneously like a sorcerer. Unlike other spell casters, a Cantripist has an infinite spells per day, but may only learn Cantrips. A Cantripist recites spells from memory as a Sorcerer, but channels them through a object like a Cleric. At each level beyond level one, a Cantripist learns a new spell. Choosing a spell is a permanent act and cannot be replaced at a higher level. Because a Cantripist casts low level spells, s/he casts bulk amounts of spells. A Cantripist can cast a number of spells equal to his class level. A Cantripist may target more than one target, but by doing so s/he must make a concentration check equal to (# of spells x # of targets). The Difficulty Class for a saving throw against a Cantripist’s spell is 10 + the Cantripist’s int modifier. No spells cast by a Cantripist may benefit from a #/level progression. ie. A magic missile spell is equal to 1d4+1 rather than 1d4+1/ 2 levels. A single Cantrip may be used as a free action rather than a standard action. Casting multiple spells negates this effect.

Greater Cantrips: A Cantripist, as a move action, may combine two or more spells of the same description to avoid making a concentration check. When combined, the greater Cantrip may only target one target like a single spell. A spell that previously had a hit die limit adds the hit dice limit of a second spell or more. ie. A Cantripist who combines two daze spells treats the hit dice limit of the spell as 8hd rather than the 4hd limit the spell normally has.

Advanced Cantrips: At level 6, 12 and 18, a Cantripist gains the ability to treat higher level spells as Cantrips. At level 6 a Cantripist may treat 1st level spells as Cantrips. At level 12, a Cantripist may treat 2nd level spells as Cantrips. At level 18, a Cantripist may treat 3rd level spells as Cantrips.

Metamagic Reservoir: Each round a Cantripist may sack met magic reservoir points to qualify for metamagic feats or sack points to increase the DC of a single spell. 1 point is equal to one level or 1 DC point.

Level/Points
1 0
2 1
3 1
4 2
5 2
6 3
7 3
8 4
9 4
10 5
11 5
12 6
13 6
14 7
15 7
16 8
17 8
18 9
19 9
20 10

Bonus Metamagic Feats: At 2nd level and every 3 levels after that, a Cantripist gains a bonus met magic feat.

Chronos
2009-04-14, 12:54 AM
You want to use the Table tag-- The way it is now is just plain unreadable. To start your table, you use the tag, then on each line of the table, put a | between all of the columns. Then, at the end of the table, use the tag.

Tempest Fennac
2009-04-14, 01:56 AM
Would the class really have that much of a use? Even with the infinite higher level spells it can learn later, it seems incredibly weak, and spells with saves would soon become useless. It's an interresting idea, but it seems significantly weaker then a Warlock.

sigurd
2009-04-14, 01:58 AM
If you 'Quote' the message it will show the layout characters. Thats a good method of learning the markup code.



{table]lvl|bab|fort|Ref|Will|Special|Spells Known|Reservoir Points
1|0|0|0|2|Spells, Greater Cantrips|4|0
2|1|0|0|3|Metamagic Reservoir, Bonus Metamagic Feat|5|1
3|1|1|1|3||6|1
4|2|1|1|4||7|2
5|2|1|1|4|Bonus Metamagic Feat|8|2
6|3|2|2|5|Advanced Cantrips (1st level)|9|3
7|3|2|2|5||10|3
8|4|2|2|6|Bonus Metamagic Feat|11|4
9|4|3|3|6||12|4
10|5|3|3|7||13|5
11|5|3|3|7|Bonus Metamagic Feat|14|5
12|6|4|4|8|Advanced Cantrips (2nd level)|15|6
13|6|4|4|8||16|6
14|7|4|4|9|Bonus Metamagic Feat|17|7
15|7|5|5|9||18|7
16|8|5|5|10||19|8
17|8|5|5|10|Bonus Metamagic Feat|20|8
18|9|6|6|11|Advanced Cantrips (3rd level)|21|9
19|9|6|6|11||22|9
20|10|6|6|12|Bonus Metamagic Feat|23|10[/table]

Godskook
2009-04-14, 02:48 AM
Would the class really have that much of a use?

Well, if I'm reading this right, a level 20 cantripist can cast 20 lesser orbs of fire in a single round, doing 20d8 fire damage to a single target without a concentration check or a save, just an attack roll. I'm pretty sure this could kill a fighter in 2 rounds, at range. Oh, cantripists can learn a fly spell, which means 90% of fighters don't have a method to even harm him.

--------------------

Wording needs to be worked out, and you really, really need to post a "Rules as intended" section detailing the choices you imagine a PC cantripist would make in combat so that we can offer better help for the "Rules as written" part.

I'm also thinking that Cantripists might need their own spell list. With all 1st-3rd level spells available, they're too good as written. 20d8 ranged damage every round just seems silly to me.

BlueWizard
2009-04-14, 03:38 PM
Thank you, Sigurd. Could make any DM go blind.

Ghal Marak
2009-04-14, 07:24 PM
I think it's an awesome class. I may not be an accurate judge of what is good or not though, but I'd play it. But as is, it's missing a lot. Skills? HD?

Roc Ness
2009-04-15, 02:10 AM
This is actually my first visit to Homebrew, so please don't judge me too harshly.

This is (I think) a great class, just a bit underpowered. My opinion is that you should give it the hit die, bab and skill point gain of the bard so as to give it more power and versatility at later levels where the only spell people care about that you have is scorching ray, which is useless against fire elementals unless your an Archmage, which is impossible.

Also, infinite cure assorted wounds may be a bit too powerful.

Another_Poet
2009-04-15, 01:54 PM
I am confused why they can learn additional spells by spending 1000 gp. What does the cantripist actually do to learn the spell? Throw money in the air and suddenly get inspired with new knowledge? Sacrifice it to the God of Weak Spells? Or what?

Unless you have some really cool fluff to go with that 1000 gp deal, I would come up with a different (more believable) system.

Also, they should have more Spells Known at L1. Remember that a 1st level wizard knows all 0 level arcane spells and same for 1st level cleric with divine spells. The current spells known leaves a lot to be desired. The cantripist doesn't get anything extra in the saving throw department so cut 'em some slack :)

Fizban
2009-04-15, 06:24 PM
Well, if I'm reading this right, a level 20 cantripist can cast 20 lesser orbs of fire in a single round, doing 20d8 fire damage to a single target without a concentration check or a save, just an attack roll. I'm pretty sure this could kill a fighter in 2 rounds, at range. Oh, cantripists can learn a fly spell, which means 90% of fighters don't have a method to even harm him.
I hate to be that guy, but that's pretty much all arcanists in general anyway: 20d8 is not alot, and this would require 20 ranged touch attacks (some of which actually will miss). Also, any fighter not carrying a ranged weapon or flight spell of his own is really asking for it. There's a lot worse combos you could pull off with 20 low level spells in one round than just 20d8 damage anyway, such as multiple no-save debuffs (launch item for tanglefoot bag/atruman oil, ray of enfeeblement/clumbsiness, ray of sickness, curse of impending blades, etc), or multiple continuous damage effects (flaming sphere, kelgore's grave mist, incendiary slime), or just forcing so many saves they have to fail at least one (sticky floor, charm person, web, ray of ice, glitterdust, blindness/deafness, breath of ice). Straight damage isn't useless at all, but the number of saves this guy can force each round is frightening.

OP, have you seen the Warlock class? I think it may be what you're looking for: it gets a few lower level spells off a specific list that it can use at will all day long. The difference is that the class prevents abuse by not allowing the player to choose just any spell, and gives you powers up to 4-5-6th level so that you don't need to abuse it to get the job done. It can be found in Complete Mage.

noobofsonicboom
2009-04-15, 11:02 PM
I actually think this class is a little overpowered if you select the right spells.
Glibness grants a +30 to bluff checks. imagine at 20th level casting 20 of those. Mind you they stack. +600 on a single bluff check infinite times per day. I still am nerf-ing it, but this is the first draft. Also scorching ray means you deal 80d6 damage which is way overpowered.

I like the casting system allot though. I hope I can work out the bugs. Also thanks for pointing out that 1000 gp goes nowhere, I'll fix that in the next version.

Roc Ness
2009-04-16, 03:27 AM
Perhaps you could turn some variant of the Archmage prestige class?

PairO'Dice Lost
2009-04-16, 02:52 PM
Glibness grants a +30 to bluff checks. imagine at 20th level casting 20 of those. Mind you they stack.

Actually, they don't; untyped bonuses stack except when they come from the same source. All the bonuses coming from the same spell wouldn't stack with one another.