Rauthiss
2010-06-02, 10:36 AM
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:
{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.
“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:
{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.