Westhart
2017-04-05, 09:46 AM
looking at nightmare spinner's adaption section where it talks about adaption for an enchanter type and overcoming immunities... this is what I came up with:
The Master Enchanter
Hit Die:D4
Requirements:
Spell focus (Enchantment)
Greater Spell Focus (Enchantment)
Skills: Bluff 8 ranks, Intimidate 8 ranks, Sense Motive 8 ranks, Diplomacy 8 ranks
Spell casting: Ability to cast 3rd-level arcane spells; ability to cast suggestion and charm person
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Decipher script (Int), Knowledge (all) (Int), Profession (Wis), and Spellcraft (Int)
Skills Points per level: 2+Int modifier
MASTER ENCHANTER
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spell Casting
1st
+0
+0
+0
+2
Bonus Spells
2nd
+1
+0
+0
+3
Unnatural Will
+1 level of previous arcane
3rd
+1
+1
+1
+3
Mettle
+1 level of previous arcane
4th
+2
+1
+1
+4
Hidden Strings
+1 level of previous arcane
5th
+2
+1
+1
+4
Overcome resistances
6th
+3
+2
+2
+5
Potent Enchantment
+1 level of previous arcane
7th
+3
+2
+2
+5
Reflective enchantment
+1 level of previous arcane
8th
+4
+2
+2
+6
Immunity to mind affects
+1 level of previous arcane
9th
+4
+3
+3
+6
Malicious enchantment
+1 level of previous arcane
10th
+5
+3
+3
+7
Weapon And Armor Proficiency: A Master Enchanter gains proficiency with no new weapons or armor.
Bonus Spells: 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 Mind Affects: A master enchanter’s experience with the mind has shown her ways to shield herself from others, granting her immunity to mind affects. (Such as charm person spells)
Mettle: If the Master Enchanter makes a successful Will or Fortitude 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 or Fortitude partial), she instead completely negates the effect. An unconscious or sleeping Master Enchanter does not gain the benefit of mettle.
Hidden Strings: The DC for a sense motive check to determine if an individual is under a enchantment effect increase by 2 for every class level a Master Enchanter has.
Unnatural Will: You gain Unnatural Will as a bonus feat, even if you do not meet the prerequisites. (Heroes Of Horror)
Potent Enchantment: A master enchanter has spent so much time focusing on enchantment that any enchantment spell with a HD cap is doubled
Reflective Enchantment: Any spell from the enchantment school is reflected back at the original caster. Use the same DC's, Caster level etc as if cast by the original caster.
Malicious Enchantment: Any enchantment spell cast by the Master Enchanter gives a -2 on attack rolls and skill checks for one round after the spell is cast if the target successfully saves. This does not stack with other enchantment spells cast by the Master Enchanter.
Overcome Resistances: The master enchanter has reached the pinnacle of her craft, and is now able to overcome immunities to mind affects, working for enchantment spells only.
There, now if this is looking better then I intend to begin work on some epic items... Lord smith class, Archangels, and Slayers :smallsmile:
EDIT: Actually, seems I need to move the overcoming resistances down and figure a capstone... Moved overcome to 5th, and unnatural will or whatever the feat was to 2nd what do you think now?
Hidden strings was borrowed from this (http://www.giantitp.com/forums/showthread.php?336108-PrC-Enchantment-Spinner-please-PEACH).
The Master Enchanter
Hit Die:D4
Requirements:
Spell focus (Enchantment)
Greater Spell Focus (Enchantment)
Skills: Bluff 8 ranks, Intimidate 8 ranks, Sense Motive 8 ranks, Diplomacy 8 ranks
Spell casting: Ability to cast 3rd-level arcane spells; ability to cast suggestion and charm person
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Decipher script (Int), Knowledge (all) (Int), Profession (Wis), and Spellcraft (Int)
Skills Points per level: 2+Int modifier
MASTER ENCHANTER
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spell Casting
1st
+0
+0
+0
+2
Bonus Spells
2nd
+1
+0
+0
+3
Unnatural Will
+1 level of previous arcane
3rd
+1
+1
+1
+3
Mettle
+1 level of previous arcane
4th
+2
+1
+1
+4
Hidden Strings
+1 level of previous arcane
5th
+2
+1
+1
+4
Overcome resistances
6th
+3
+2
+2
+5
Potent Enchantment
+1 level of previous arcane
7th
+3
+2
+2
+5
Reflective enchantment
+1 level of previous arcane
8th
+4
+2
+2
+6
Immunity to mind affects
+1 level of previous arcane
9th
+4
+3
+3
+6
Malicious enchantment
+1 level of previous arcane
10th
+5
+3
+3
+7
Weapon And Armor Proficiency: A Master Enchanter gains proficiency with no new weapons or armor.
Bonus Spells: 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 Mind Affects: A master enchanter’s experience with the mind has shown her ways to shield herself from others, granting her immunity to mind affects. (Such as charm person spells)
Mettle: If the Master Enchanter makes a successful Will or Fortitude 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 or Fortitude partial), she instead completely negates the effect. An unconscious or sleeping Master Enchanter does not gain the benefit of mettle.
Hidden Strings: The DC for a sense motive check to determine if an individual is under a enchantment effect increase by 2 for every class level a Master Enchanter has.
Unnatural Will: You gain Unnatural Will as a bonus feat, even if you do not meet the prerequisites. (Heroes Of Horror)
Potent Enchantment: A master enchanter has spent so much time focusing on enchantment that any enchantment spell with a HD cap is doubled
Reflective Enchantment: Any spell from the enchantment school is reflected back at the original caster. Use the same DC's, Caster level etc as if cast by the original caster.
Malicious Enchantment: Any enchantment spell cast by the Master Enchanter gives a -2 on attack rolls and skill checks for one round after the spell is cast if the target successfully saves. This does not stack with other enchantment spells cast by the Master Enchanter.
Overcome Resistances: The master enchanter has reached the pinnacle of her craft, and is now able to overcome immunities to mind affects, working for enchantment spells only.
There, now if this is looking better then I intend to begin work on some epic items... Lord smith class, Archangels, and Slayers :smallsmile:
EDIT: Actually, seems I need to move the overcoming resistances down and figure a capstone... Moved overcome to 5th, and unnatural will or whatever the feat was to 2nd what do you think now?
Hidden strings was borrowed from this (http://www.giantitp.com/forums/showthread.php?336108-PrC-Enchantment-Spinner-please-PEACH).