DEMON
2011-03-02, 09:08 AM
The Charmer
Illusions/fear oriented PrC Nightmare Spinner, from the Complete Mage sourcebook has an adaptation idea for turning the class into Enchantment specialist, instead of Illusion one.
Dwelling on the provided idea, I have tried to recreate the prestige class with the focus on Enchantment (Charm) spells and abilities.
Constructive ideas and suggestions are welcome.
ENTRY REQUIREMENTS
Skills: Bluff 4 ranks, Diplomacy 4 ranks, Sense Motive 4 ranks.
Spellcasting: Ability to cast 3rd-level arcane spells; ability to cast at least one Enchantment (Charm) spell and at least one other Enchantment spell.
CLASS FEATURES
Hit Die: d4
Class Skills (4 + Int modifier per level): Bluff, Concentration, Decipher Script, Diplomacy, Knowledge (all skills taken individually), Profession, Sense Motive, Spellcraft.
Weapon and Armor Proficiency: Charmers gain no proficiency with any weapon or armor.
Spellcasting: At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a nightmare spinner, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Bonus Spells (Ex): If you normally prepare spells, you can prepare and cast one additional Enchantment spell per spell level each day. This ability works just like (and stacks with) a specialist wizard's extra school spell. If you don't need to prepare spells, you gain one extra spell slot per spell level, which can be used only to cast an Enchantment spell.
Immunity to Charm (Su): Beginning at 1st level, you gain immunity to all Charm spells and effects.
Charming presence (Su): You are trained in the art of twisting the minds of others be it by magical or mundane means. You can add a competence bonus equal to your class level on Bluff, Diplomacy and Sense Motive checks and on Charisma-based checks.
Invasive Charm (Su): When you use any Charm effect agains a creature that is currently being threatened or attacked by you or your allies, your target does not receive the usual +5 bonus on its saving throw against the effect.
Defensive Charm (Su): Beginning at 3rd level, you can, as a standard action, prevent any creature within 100 ft. from taking any offensive actions against you. If the target creature fails its Will saving throw (DC 10 + your class level + your CHA modifier) against this effect it refrains from attacking you or targeting you with an offensive spell for 1 round per your Charmer level. It can otherwise act normally and even attack any other target but you. This is a mind-affecting Charm effect. You can use this power a number of times per day equal to 3 + your Cha modifier, but only once per creature per day.
Unstoppable Charm (Su): At 5th level, you can bend your Charm spells in such a manner, that they affect even targets normally immune to mind-affecting spells (whether due to race, class, spell or any other reason). You can use this power three times per day.
The Charmer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special Spellcasting
1st|
+0|
+0|
+0|
+2|Bonus Spells, Immunity to Charm, Charming Presence|
–
2nd|
+1|
+0|
+0|
+3|Invasive Charm |
+1 level of existing arcane spellcasting class
3rd|
+1|
+1|
+1|
+3|Defensive Charm|
+1 level of existing arcane spellcasting class
4th|
+2|
+1|
+1|
+4|–|
+1 level of existing arcane spellcasting class[/spoiler]
5th|
+2|
+1|
+1|
+4|Unstoppable Charm|
+1 level of existing arcane spellcasting class[/table]
Illusions/fear oriented PrC Nightmare Spinner, from the Complete Mage sourcebook has an adaptation idea for turning the class into Enchantment specialist, instead of Illusion one.
Dwelling on the provided idea, I have tried to recreate the prestige class with the focus on Enchantment (Charm) spells and abilities.
Constructive ideas and suggestions are welcome.
ENTRY REQUIREMENTS
Skills: Bluff 4 ranks, Diplomacy 4 ranks, Sense Motive 4 ranks.
Spellcasting: Ability to cast 3rd-level arcane spells; ability to cast at least one Enchantment (Charm) spell and at least one other Enchantment spell.
CLASS FEATURES
Hit Die: d4
Class Skills (4 + Int modifier per level): Bluff, Concentration, Decipher Script, Diplomacy, Knowledge (all skills taken individually), Profession, Sense Motive, Spellcraft.
Weapon and Armor Proficiency: Charmers gain no proficiency with any weapon or armor.
Spellcasting: At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a nightmare spinner, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Bonus Spells (Ex): If you normally prepare spells, you can prepare and cast one additional Enchantment spell per spell level each day. This ability works just like (and stacks with) a specialist wizard's extra school spell. If you don't need to prepare spells, you gain one extra spell slot per spell level, which can be used only to cast an Enchantment spell.
Immunity to Charm (Su): Beginning at 1st level, you gain immunity to all Charm spells and effects.
Charming presence (Su): You are trained in the art of twisting the minds of others be it by magical or mundane means. You can add a competence bonus equal to your class level on Bluff, Diplomacy and Sense Motive checks and on Charisma-based checks.
Invasive Charm (Su): When you use any Charm effect agains a creature that is currently being threatened or attacked by you or your allies, your target does not receive the usual +5 bonus on its saving throw against the effect.
Defensive Charm (Su): Beginning at 3rd level, you can, as a standard action, prevent any creature within 100 ft. from taking any offensive actions against you. If the target creature fails its Will saving throw (DC 10 + your class level + your CHA modifier) against this effect it refrains from attacking you or targeting you with an offensive spell for 1 round per your Charmer level. It can otherwise act normally and even attack any other target but you. This is a mind-affecting Charm effect. You can use this power a number of times per day equal to 3 + your Cha modifier, but only once per creature per day.
Unstoppable Charm (Su): At 5th level, you can bend your Charm spells in such a manner, that they affect even targets normally immune to mind-affecting spells (whether due to race, class, spell or any other reason). You can use this power three times per day.
The Charmer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special Spellcasting
1st|
+0|
+0|
+0|
+2|Bonus Spells, Immunity to Charm, Charming Presence|
–
2nd|
+1|
+0|
+0|
+3|Invasive Charm |
+1 level of existing arcane spellcasting class
3rd|
+1|
+1|
+1|
+3|Defensive Charm|
+1 level of existing arcane spellcasting class
4th|
+2|
+1|
+1|
+4|–|
+1 level of existing arcane spellcasting class[/spoiler]
5th|
+2|
+1|
+1|
+4|Unstoppable Charm|
+1 level of existing arcane spellcasting class[/table]