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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]

chando
2011-03-02, 11:21 AM
Looks allright, but
-You are missing the save DC in Defensive Charm (something like 10 +1/2 spellcaster level + spellcasting atribute. Or 15 + class level + Spellcasting atribute)
-there is nothing on 4th level, either put something there or make it a 4 level class. nothing powerful, just something.
-Not sure the class needs to lose a spellcasting level. I mean, the bonus spells are nice, but without one spellcasting level you will have the same number of spell slots for your higher spell level for half the levels or be one level behind for the other half of your career, except at lvl18+, but that really doesn't matter.
I realise that it might be a problem with dipping, just make it so you gain bonus spells for 2 spell levels/class level and give it full-casting so:
1st level: cast 3rd level spells, bonus 1 and 2 spell slots.
2nd level: cast 4th level, bonus slots at 3 and 4.
and so on until bonus 7and 8th level slots at 4th (so you don't really need to put anithing in there, and bonus 9 level spell at 5th level.
put in the table like "Bonus Spells (1st and 2nd)" "Bonus Spells (3rd and 4th)" and so on... it will be more balanced then the original (where it was not really used unless you are dipping after lvl 17+ or really want to be a nightmare spinner)
-Also, make the 5th level ability an always on, not 3/day. you will be limited by your spell slots and save DCs, so even if you can Dominate Monster that undead, it might still save just like anyone else. enchantment is already a sub-par school.


just my couple cents. ;)

DEMON
2011-03-02, 11:40 AM
Looks allright, but
-You are missing the save DC in Defensive Charm (something like 10 +1/2 spellcaster level + spellcasting atribute. Or 15 + class level + Spellcasting atribute)

Oh right, had it on my mind, but forgot to add it in the end :smallsmile: Thank you for pointing it out.



-there is nothing on 4th level, either put something there or make it a 4 level class. nothing powerful, just something.
-Not sure the class needs to lose a spellcasting level. I mean, the bonus spells are nice, but without one spellcasting level you will have the same number of spell slots for your higher spell level for half the levels or be one level behind for the other half of your career, except at lvl18+, but that really doesn't matter.

This is how the original Nightmare Spinner PrC is written, so I left that unchanged. I only changed the illusion/fear-related abbilities for the enchantment/charm-related ones.


I realise that it might be a problem with dipping, just make it so you gain bonus spells for 2 spell levels/class level and give it full-casting so:
1st level: cast 3rd level spells, bonus 1 and 2 spell slots.
2nd level: cast 4th level, bonus slots at 3 and 4.
and so on until bonus 7and 8th level slots at 4th (so you don't really need to put anithing in there, and bonus 9 level spell at 5th level.
put in the table like "Bonus Spells (1st and 2nd)" "Bonus Spells (3rd and 4th)" and so on... it will be more balanced then the original (where it was not really used unless you are dipping after lvl 17+ or really want to be a nightmare spinner)

I didn´t want to make the class too powerful, but if it seems underpowered, this is a really good change.


-Also, make the 5th level ability an always on, not 3/day. you will be limited by your spell slots and save DCs, so even if you can Dominate Monster that undead, it might still save just like anyone else. enchantment is already a sub-par school.

The 3/day method has also been derived directly from the original PrC. I guess in the end, it all comes to where on the balance pendulum the Nightmare Spinner is placed :smallbiggrin:

Also, Dominate Monster is not a Charm effect, but a Compulsion effect. This ability only works for Charm effects (again, I was afraid that making this work for all Enchantments will break the class).


just my couple cents. ;)

Thanks a lot for the input. I really appreciate it.