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View Full Version : [D&D 3.5 Base Class] Enchanter - PEACH and Tier it!



CinuzIta
2013-11-23, 06:59 AM
Hello!

I've created this class for a campaign I'm going to master. The setting I've created has fairly low magic so I wanted to create a low level spellcaster and just forget about wizards, sorcerers, druids and clerics.

The idea is that in this setting magic comes from a power inside the individual, something like the sorcerer but there are no dragon-blood things in the setting. Magic is just raw arcane power, and hte enchanter learns how to control it in order to create various effects, even tough not even him knows where does this power comes from.

I was aiming at tier 3 but maybe it's a bit overpowered to enter in that tier.


Enchanter
Background: An enchanter can come from any kind of background. Maybe he was an artisan when he first discovered his powers, or maybe he was a thief.
Races: Any races can become an enchanter.
Other Classes: Enchanters get along well with rogues and bards, since these classes are more likely to share the enchanter's methods. An enchanter hardly will get in a fight with another class just because of way of thinking, but they dislike barbarians' ways of acting most.
Role: An enchanter can act as a buffer, a debuffer or a blaster.

Abilities: to an Enchanter Charisma is the most important ability, since it determines his enchantements' power and it's also used in many of their skills. After Charisma, Constitution and Dexterity both make good choices.
Alignment: Any.
Hit Die: d6
Class Skills-The Enchanter’s class skills (and the key ability for each skill) Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Planes) (Int), Knowledge (Religions) (Int), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).
Skill Points at 1st level: (4+ Int Modifier) x4
Skill Points per Level: 4 + Int Modifier

{table=head]Level|BAB|Fort|Ref|Will|Special|Enchantments Known

1st|+0|+0|+0|+2|Arcane Focus, Enchantment (Least)|1

2nd|+1|+0|+0|+3|Detect Magic|2

3rd|+1|+1|+1|+3|Arcane Resistance|2

4th|+2|+1|+1|+4|Arcane Surge|3

5th|+2|+1|+1|+4|Form|3

6th|+3|+2|+2|+5|Enchantment (Least or Lesser)|4

7th|+3|+2|+2|+5||4

8th|+4|+2|+2|+6|Arcane Mettle|5

9th|+4|+3|+3|+6||5

10th|+5|+3|+3|+7|Form|6

11th|+5|+3|+3|+7|Enchantment (Least, Lesser or Greater)|6

12th|+6/+1|+4|+4|+8|Arcane Shield|7

13th|+6/+1|+4|+4|+8||7

14th|+7/+2|+4|+4|+9|Arcane Sight|8

15th|+7/+2|+5|+5|+9|Form|8

16th|+8/+3|+5|+5|+10|Enchantment (Least, Lesser, Greater or Grand)|9

17th|+8/+3|+5|+5|+10||9

18th|+9/+4|+6|+6|+11||10

19th|+9/+4|+6|+6|+11||10

20th|+10/+5|+6|+6|+12|Form|11[/table]

Weapon and Armor Proficiency: Enchanters are proficient with all simple weapons. They are proficient with light armor but not with shields.
Because the somatic components required for enchanter enchantments are relatively simple, an enchanter can use any of his enchantments while wearing light armor without incurring the normal arcane spell failure chance. However an enchanter wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all enchantments have a somatic component).

Arcane Focus: The Arcane Focus represents the ability of an enchanter to maintain certain enchantments while performing other actions. Every enchanter gains an amount of Focus Points during his career equal to his Base Will Progression + 1/2 his enchanter level + Charisma Modifier.

An enchanter can use the Focus Points from his Arcane Focus Pool to maintain active more than one enchantment at a time, but the costs of active enchantments can never exceed the total points of the Arcane Focus Pool.

In order to maintain enchantments that has a duration longer than "Instantaneous", an enchanter must invest a certain amount points from his Arcane Focus Pool equal to:

Equivalent Spell Level +1 for each person after the first one that are affected by the enchantment.

These points are invested for all of the enchantment's duration and are regained one turn after the enchantment has expired. Once the enchanter recover his Focus Points, he can invest them again.

The sum of the enchantments' equivalent spell levels cannot exceed the total of Focus Points; if an enchanter cast an enchantment without enough Focus Points to maintain it, the enchantment simply fails.

The enchanter can dismiss an active spell with a swift action.

Enchantments: An enchanter possesses a repertoire of attacks, defenses, and abilities known as enchantments that require him to focus the wild energy that suffuses his soul. An enchanter can use any invocation he knows at will, with the following qualifications:

An enchanter's enchantments are spell-like abilities; using an enchantment is therefore a standard action that provokes attacks of opportunity. An enchantment can be disrupted, just as a spell can be ruined during casting. An enchanter is entitled to a Concentration check to successfully use an enchantment if he is hit by an attack while enchanting, just as a spellcaster would be. An enchanter can choose to use an enchantment defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. An enchanter's enchantments are subject to spell resistance unless an enchantment's description specifically states otherwise. An enchanter's caster level with his enchantments is equal to his enchanter level.
The save DC for an enchantment (if it allows a save) is 10 + 1/2 Enchanter's level + the enchanter's Charisma modifier. Since spell-like abilities are not actually spells, an enchanter cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).

The four grades of enchantments, in order of their relative power, are least, lesser, greater, and grand. An enchanter begins with knowledge of one enchantment. As an enchanter gains levels, he learns new enchantments, as summarized on the class table and described below. In the moment an enchanter casts and enchantments, he choses whether the enchantment is going to be of least, lesser, greater or grand grade. An enchantment gains all the benefits and options of lower grade versions. An enchantment always have a single target, unless "Form" is applied. The same enchantment's effects don't apply multiple times on a single target.

At any level when an enchanter learns a new enchantment, he can also replace an enchantment he already knows with another enchantment of the same or a lower grade. At 6th level, an enchanter can replace a least enchantment he knows with a different least enchantment (in addition to learning a new enchantment, which could be either least or lesser). At 11th level, an encahnter can replace a least or lesser enchantment he knows with another enchantment of the same or a lower grade (in addition to learning a new enchantment, which could be least, lesser, or greater). At 16th level, an enchanter can replace a least, lesser, or greater enchantment he knows with another enchantment of the same or a lower grade (in addition to learning a new enchantment, which could be least, lesser, greater, or dark).
Finally, unlike other spell-like abilities, enchantments are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above.

This is a list of available enchantments:


Charge Weapon

Range: Touch
Target: 1 Weapon
Save: None (Harmless)
Duration: Rounds/level

Least: Charges a weapon with elemental energy. This gives the selected weapon +1d6 Fire damage. This charge immediately dissipates if the weapon leaves the owner's hands

Lesser: The bonus damage becomes +2d6 Fire Damage.

Greater: The bonus damage becomes +3d6. The Enchanter can choose any type of element when he casts Charge Weapon. The bonus damage must be Acid, Cold, Electric or Fire damage.

Grand: The bonus damage becomes +4d6.

Charme

Range: Close
Target: 1 Person
Save: Will Negates
Duration: 1 Hour/level

Least: the enchantment works like Charm Person

Lesser: the enchantment works like Charm Monster

Greater: the enchantment works like Dominate Person

Grand: the enchantment works like Dominate Monster


Cripple

Range: Close
Target: 1 target
Save: Fort negates
Duration: Rounds/Level

Least: This ranged touch attack applies a penalty -2 to one of the target's abilities.

Lesser: This ranged touch attack applies a penalty -4 to one of the target's abilities. Choose a second ability; that ability get a penalty of -2.

Greater: This ranged touch attack applies a penalty -6 to one of the target's abilities.

Grand: This ranged touch attack applies a penalty -8 to one of the target's abilities. Choose a second ability; that ability get a penalty of -4.


Elemental Mantle

Range: Touch
Target: 1 Person
Save: None (Harmless)
Duration: Rounds/level

Least: Choose one element; the target gains resistance 5 to that element.

Lesser: Choose one element; the target gains resistance 10 to that element. Choose a second element; the target gains resistance 5 to that element.

Greater: Choose one element; the target gains resistance 15 to that element. Choose a second element; the target gains resistance 10 to that element. Choose a third element; the target gains resistance 5 to that element.

Grand: Choose one element; the target gains resistance 20 to that element. Choose a second element; the target gains resistance 15 to that element. Choose a third element; the target gains resistance 10 to that element. Choose a fourth element; the target gains resistance 5 to that element.


Excellence

Range: Touch
Target: 1 Person
Save: None (Harmless)
Duration: Rounds/level

Least: The target gains a bonus of +5 to one skill or a +2 bonus to one of his ability's score.

Lesser: The target gains a bonus of +10 to one skill or a +4 bonus to one of his ability's score.

Greater: The target gains a bonus of +15 to one skill or a +6 bonus to one of his ability's score.

Grand: The target gains a bonus of +20 to one skill or a +8 bonus to one of his ability's score.

Far Hand

Range: Close
Target: One unattended object, or see text
Save: None for unattended objects, or see text
Duration: Concentration or Instantaneous, see text

Least: The enchanter can move a single unattended object weighing 5 lbs/CL by 15' per round as a move action each round. In addition, the enchanter can manipulate objects which are unattended in a similar manner to the cantrip Open/Close.

Lesser: The enchanter can perform fine manipulation, which may be done through this enchantment, enabling the user to make any Open Locks, Disable Device, Slight of Hand, or Use Rope skill checks in conjunction with this enchantment, however the enchanter must make an additional Spellcraft check with the same DC as the skill check being used in order to maintain the fine level of control necessary. Failing the Spellcraft check will cause the related skill check to automatically fail, with all the repercussions therein.
The range becomes Medium.

Greater: The weight limit is multiplied by 10 (50 lb/CL), and gains the combat options of the spell Telekineses (Combat Maneuver and Violent Thrust options). The amount of weight able to be used for Violent Thrust is halved to match the weight limit of 25lb/CL of the spell itself.
The Range becomes Long.


Fear

Range: Close
Target: 1 target
Save: Fort negates
Duration: Rounds/Level

Least: The target is Shaken.

Lesser: The target is Frighten.

Greater: The target is Panicked.

Flight

Range: Touch
Target: 1 Person
Save: None (Harmless)
Duration: See text.

Least: The target can fly for 1 round.

Lesser: The target can fly for 1 round/caster level.

Greater: The target can fly for 1 minute/caster level.

Grand: The target can fly for 10 minutes/caster level.

Gate

Range: Close
Target: 1 Person
Save: None (Harmless)
Duration: Instantaneous

Least: The target teleports by 10 feet in any direction decided by the enchanter.

Lesser: The target teleports by 10 feet/caster level in any direction decided by the enchanter.

Greater: The target teleports by 100 feet/caster level in any direction decided by the enchanter.

Grand: The target teleports by 1000 feet/caster level in any direction decided by the enchanter.

Haste

Range: Touch
Target: 1 target
Save: None (Harmless)
Duration: Rounds/level

Least: Target gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Target also gains a +10 Enhancement bonus to speed. This is considered to be a Haste effect and does not stack with any other Haste effects.

Lesser: Target gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Target also gains a +20 Enhancement bonus to speed. The target also gain an additional attack at the highest attack bonus when making an attack action. This is considered to be a Haste effect and does not stack with any other Haste effects.

Greater: Target gains a +3 bonus on attack rolls and a +3 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Target also gains a +30 Enhancement bonus to speed. The target also gain an additional attack at the highest attack bonus when making an attack action. This is considered to be a Haste effect and does not stack with any other Haste effects.

Least: Target gains a +4 bonus on attack rolls and a +4 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Target also gains a +40 Enhancement bonus to speed. The target also gain two additional attack at the highest attack bonus when making an attack action. This is considered to be a Haste effect and does not stack with any other Haste effects.

Heal

Range: Touch
Target: 1 Person
Save: Will Half; Harmless, see text.
Duration: Instantaneous

Least: When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).

Since undead are powered by negative energy, this enchantment deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Lesser: the enchantment heals 2d8 damages +1 per caster level (maximum +10). The Range becomes Close.

Greater: the enchantment heals 3d8 damages +1 per caster level (maximum +15)

Grand: the enchantment heals 4d8 damages +1 per caster level (maximum +20). The Range becomes Medium.

Hinder

Range: Close
Target: 1 target
Save: Ref/negates
Duration Rounds/Level

Least: Targets who fail the save are entangled. The DC on Concentration checks to cast while entangled is (10+1/2 HD+Mod).

Lesser: This becomes a Root effect. The target cannot move, although can still attack and defend normally. The penalties on attack rolls and Dexterity are doubled (keep in mind that penalties do not stack), and the target automatically fails Reflex saves (since he cannot move out of the way). The Concentration check to cast spells while entangled is still in effect.

Greater: The Range becomes Medium.


Invisibility

Range: Touch
Target: 1 Person
Save: Harmless.
Duration: See Text

Least: the enchantment works as Swift Invisibility.

Lesser: the enchantment works as Invisibility.

Greater: the enchantment works as Greater Invisibility.

Grand: the enchantment works as Ethereal Jaunt.

Magic Bolt

Range: Close
Target: 1 Person
Save: None
Duration: Instantaneous

Least: The enchanter shoots a magic bolt, dealing 1d6 points of Fire damage per caster level (maximum 5d6).

Lesser: the enchantment deals 1d6 Fire damages per caster level (maximum 10d6). The enchanter can chose to deal another type of energy damage in place of Fire, choosen from this list: Acid, Cold or Electricity.

Greater: the enchantment deals 1d6 Fire damages per caster level (maximum 15d6). Range becomes Medium.

Grand: the enchantment deals 1d8 damages per caster level (maximum 20d8).

Mindlock
Range: Touch
Target: 1 target
Save: Will negates
Duration: 1 round

Least: Target that fails save is Dazed. This is a mind-affecting effect.

Lesser: Target that fails save is Dazed for 1d4+1 rounds. This is a mind-affecting effect.

Greater: Target that fails save is Paralyzed. This is a mind-affecting effect.

Grand: Target that fails save is Paralyzed for 1d4+1 rounds. This is a mind-affecting effect.

Obscure
Range: Touch
Target: 1 target
Save: None (Harmless)
Duration: rounds/level

Least: Target gains Concealment miss chance of 10% and +1 untyped bonus to AC.

Lesser: Target gains Concealment miss chance of 20% and +2 untyped bonus to AC.

Greater: Target gains Concealment miss chance of 30% and +3 untyped bonus to AC.

Grand: Target gains Concealment miss chance of 50% and +4 untyped bonus to AC.


Restore
Range: Touch
Target: 1 target
Save: None (Harmless)
Duration: Instantaneous

Least: The enchantment works as Lesser Restoration.

Lesser: The enchantment works as Restoration.

Greater: The enchantment works as Greater Restoration.

Grand: The enchantment works as Resurrection.

Slow
Range: Close
Target: 1 target
Save: Will negates
Duration: rounds/level

Least: Target gains a -1 penalty on attack rolls, AC, and Reflex saves. He may not make a full-round action, but he still has his Swift action.

Lesser: Target gains a -2 penalty on attack rolls, AC, and Reflex saves. Target also has to choose between a Move or a Standard action while this is in effect. He may not make a full-round action, but he still has his Swift action.

Greater: Target gains a -3 penalty on attack rolls, AC, and Reflex saves. Target also has to choose between a Move or a Standard action while this is in effect. He may not make a full-round action, but he still has his Swift action. The number of attacks the target has is reduced by 1 (minimum one attack) for their attack action.

Grand: Target gains a -4 penalty on attack rolls, AC, and Reflex saves. Target also has to choose between a Move or a Standard action while this is in effect. He may not make a full-round action, but he still has his Swift action. The number of attacks the target has is reduced by 2 (minimum one attack) for their attack action.


Turn/Rebuke Undead
Range: Close
Target: 1 target
Save: Will negates
Duration: Instantaneous

Least: The enchanter can turn undeads as a cleric of his level.

Lesser: The enchanter can rebuke undeads as a cleric of his level.

Greater: The enchanter can destroy undeads as a cleric of his level.

Grand: The enchanter can command undeads as a cleric of his level.


Wild Shape
Range: Personal
Target: 1 target
Save: None (Harmless)
Duration: Rounds/level

Least: The enchanter can use Wild Shape, as a Druid of his own level, to transform into a small or medium animal.

Lesser: The enchanter can now transform into a tiny animal.

Greater: The enchanter can now transform into a Large animal.

Grand: The enchanter can now transform into a Huge animal.

Will
Range: Touch
Target: 1 target
Save: None (Harmless)
Duration: rounds/level

Least: Target gain a +2 bonus on any one of the following: saving throw, attack rolls, AC or double that bonus to damage rolls.

Lesser: Target gain a +2 bonus on any two of the following: saving throw, attack rolls, AC or double that bonus to damage rolls.

Greater: Target gain a +4 bonus on any one of the following: saving throw, attack rolls, AC, double that bonus to damage rolls or ten times that bonus as temporary Hit Points. He also gain a +2 bonus on any one of the following: saving throw, attack rolls, AC, double that bonus to damage rolls or ten times that bonus as temporary Hit Points.

Grand: Target gain a +6 bonus on any one of the following: saving throw, attack rolls, AC, double that bonus to damage rolls or ten times that bonus as temporary Hit Points. He also gain a +4 bonus on any one of the following: saving throw, attack rolls, AC, double that bonus to damage rolls or ten times that bonus as temporary Hit Points.



Detect Magic (Sp): Beginning at 2nd level, a warlock can use detect magic as the spell at will. His caster level equals his class level.

Arcane Resistance (Su): At 3rd level, an encahnter gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects.

Arcane Surge (Su): At 4th level, an enchanter can release his arcane power in order to damage everyone around him. He can emit a burst of arcane energy from his body, harming creatures within 5 feet of him. This burst deals 1d4 points of damage per class level. A successful Will save (DC 10 + 1/2 her class level + Cha modifier) reduces damage by half. An enchanter can use this ability once per day at 3rd level, and one additional time per day for every five levels he attains beyond 3rd (2/day at 8th level, 3/day at 13th level, and 4/day at 18th level).

Form: at 5th, 10th, 15th and 20th level, the enchanter can choose another way to deliver his enchantments. At every one of said levels, he can choose one of the following delivering methods for his enchantments. When he cast an enchantment he immediatly get to chose if it's going to be delivered to a single target or to a Form area.


Area: the enchantment takes effect on an area of 20' Radius.
Chain: the enchantment affects 1 target/4 enchanter levels.
Cylinder: the enchantment affects all creatures in a cylinder that has a Radius of 10' and a Height of 40'.
Cone: the enchantments affects all creatures in a cone of 30'.
Line: the enchantments affects all creatures in a line of 60'.


Arcane Mettle (Ex): From 8th level, the enchanter can resist magical and unusual attacks with great willpower. If he makes a successful Will save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half), he instead completely negates the effect. An unconscious or sleeping enchanter does not gain the benefit of Arcane Mettle.

Arcane Shield (Su): From 12th level, the enchanter gain Spell Resistance equal to 10+Enchanter Level.

Arcane Sight (Sp): From 14th level, the enchanter is treated as if he has a permanent effect of Greater Arcane Sight.