Devoted Enchanter (3.5e Class)
From D&D Wiki
|Editing:||Constructive edits welcome|
- 1 Devoted Enchanter
- 1.1 Making a Devoted Enchanter
- 1.2 Campaign Information
The devoted enchanter is through and through an enchantment specialist. All of her abilities focus on this one spell school. She is the epitome of enchantment, at the cost of most everything else. As she progresses, she becomes both more social, and more manipulative, bending others will to her own on a whim.
Making a Devoted Enchanter
A devoted enchanter shines most brightly in more subtle settings, either in infiltration, or simply gathering knowledge she shouldn't have. Where many mages have issues socially, it is a devoted enchanter's home field.
Abilities: Charisma is most important for the enchanter, as it aids her in social settings, as well as providing non-magical ways to accomplish her goals. Intelligence is equally important for her, as it allows her to cast spells and increases the difficulty to resist them. Wisdom is less useful, but still helpful to avoid making simple mistakes. Dexterity and constitution are only slightly useful, as the enchanter shouldn't be directly facing opponents in the first place. Strength is the least useful attribute for the enchanter, who will be manipulating others to do the jobs that's require strength.
Races: Humans and half-elves who were raised with humans are the most likely to be devoted enchanters, though gnome and elven enchanters are not uncommon. Half-orcs typically lack the intelligence and charisma to become a devoted enchanter, and halflings rarely have the patience to follow their career. Dwarves are the least likely to join this class, due to their rigid and lawful socities.
Alignment: Any Nongood. Manipulating people rarely can be a good act.
Starting Age: Complex
|Saving Throws||Special||Spells per Day|
|2nd||+1||+0||+0||+3||Augment enchantment (1 level)||5||3||—||—||—||—||—||—||—||—|
|3rd||+1||+1||+1||+3||Enchantment focus (+1)||5||3||2||—||—||—||—||—||—||—|
|4th||+2||+1||+1||+4||Augment enchantment (2 levels)||5||4||3||—||—||—||—||—||—||—|
|6th||+3||+2||+2||+5||Enchantment focus (+2)||5||4||4||3||—||—||—||—||—||—|
|8th||+4||+2||+2||+6||Augment enchantment (3 levels)||5||5||4||4||3||—||—||—||—||—|
|10th||+5||+3||+3||+7||Greater mental resilience||5||5||5||4||4||3||—||—||—||—|
|12th||+6/+1||+4||+4||+8||Augment enchantment (4 levels), Enchantment focus (+3)||5||5||5||5||4||4||3||—||—||—|
|16th||+8/+3||+5||+5||+10||Augment enchantment (5 levels)||5||5||5||5||5||5||4||4||3||—|
|18th||+9/+4||+6||+6||+11||Enchantment focus (+4)||5||5||5||5||5||5||5||4||4||3|
|20th||+10/+5||+6||+6||+12||Augment enchantment (6 levels), Mental immunity||5||5||5||5||5||5||5||5||5||5|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the devoted enchanter.
Weapon and Armor Proficiency: Devoted enchanters are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a enchanter’s movements, which can cause her spells with somatic components to fail.
Spells: A devoted enchanter casts arcane spells which are drawn from the sorcerer/wizard spell list. A enchanter must choose and prepare her spells ahead of time (see below).
To learn, prepare, or cast a spell, the enchanter must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a enchanter’s spell is 10 + the spell level + the wizard’s Intelligence modifier.
Like other spellcasters, a devoted enchanter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Devoted Enchanter. In addition, she receives bonus spells per day if she has a high Intelligence score.
Unlike a bard or sorcerer, a enchanter may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the enchanter decides which spells to prepare.
Bonus Languages: A devoted enchanter may substitute Draconic for one of the bonus languages available to the character because of her race.
Augment Enchantment: At 2nd level devoted enchanters begin to accumulate a storehouse of power that she may use to Augment her spells as she sits fit. This allows her to ignore one level of metamagic cost when preparing enchantment spells.
So a 2nd-level could prepare one silent charm person as a 1st-level spell instead of a 2nd-level spell. The devoted enchanter can also use these levels to decrease the metamagic level penalty if she does not have enough to completely ignore it.
At 4th level and every four levels thereafter, a devoted enchanter may ignore one additional level of metamagic when preparing spells.
Enchantment Focus: At 3rd level a devoted enchanter receives a +1 bonus to all caster level checks (1d20 + caster level) to beat a creature's spell resistance when casting enchantment spells. In addition the DCs of all enchantment spells are increased by 1. These benefits stack with bonuses provided by the spell focus and spell penetration feats. These bonuses increase by 1 each at 6th, 12th and 18th levels.
Mental Resilience: At 5th level the devoted enchanter becomes more familiar with the intricacies of the mind, and how to prevent others from exploiting the weaknesses in her own. She gains a +2 bonus against all mind-affecting spells and effects if she is aware of them. As such, this ability does not take effect any time the devoted enchanter is considered flat-footed. This bonus increases to +4 at tenth level.
Charm Immunity: At 15th level, the devoted enchanter is so familiar with the basic effects of her own spells that she becomes intuitively immune to them. She is immune to all spells with the charm descriptor.
Mental Immunity: At 20th level spells effecting the devoted enchanter's mind no longer threaten her. Her many toils with mind bending spells has taught her how to completely ward her own mind; as such, she is now immune to any effect with the mind-affecting descriptor. This ability does not function if the devoted enchanter is asleep, unconscious, or otherwise considered helpless.
Any devoted enchanter who becomes good is unable to advance as a devoted enchanter until their alignment shifts back.
Like a member of any other class, a devoted enchanter may be a multiclass character, but multiclass devoted enchanters face a special restriction. A devoted enchanter who gains a new class or (if already multiclass) raises another arcane spellcasting class that has its own spell list(such as sorcerers, bards or wizards) by a level may never again raise her devoted enchanter level, though she retains all her devoted enchanter abilities.
Epic Devoted Enchanters
|24th||Augment enchantment (7 levels), Enchantment focus (+5)|
|28th||Augment enchantment (8 levels)|
|30th||Enchantment focus (+6)|
2 + Int modifier skill points per level.
Augment Enchantment: Augment enchantment continues to increase by one level every 4 levels beyond 20th.
Enchantment Focus: This ability continues to improve every 6 levels beyond 18th.
Bonus Feats: The epic devoted enchanter gains a bonus feat (selected from the list of epic devoted enchanter bonus feats) every 3 levels after 20th.
Epic Devoted Enchanter Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Rod, Craft Epic Staff, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Penetration Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic. In addition to the feats on this list, the enchanter may select any metamagic feat not listed here.
Human Devoted Enchanter Starting Package
Skill Selection: Pick a number of skills equal to 3 + Int modifier.
Feat: Spell focus (enchantment)
Bonus Feats: Greater spell focus (enchantment)
Gear: Spellbook, backpack, commoner clothing, waterskin, flint and steel, torch, various book on local lore.
Playing a Devoted Enchanter
Religion: Many devoted enchanters do not worship deities, instead working on their craft, and revering it above all. Those that do worship tend toward deities who focus on trickery, deception, or on social acceptance and beauty depending on the enchanter's ethos.
Other Classes: Devoted enchanters tend to get along well with most other classes due to their charming personality. They are most uncomfortable around wizards, sorcerers, and clerics who they often feel are threatening their own position. However, this rarely shows, and the enchanter tends to be arrogant to a degree about his own specialization.
Combat: A devoted enchanter pressed into face to face combat is quite poor at his craft. In general, the enchanter will have a good number of charmed, or perhaps dominated allies who will fight for them, while she manipulates their actions.
Advancement: Of the few devoted enchanters who multiclass, they tend to be stealthy fast talking rogueish types. A select few operate as arcane tricksters or assassins, but they are far and few between.
Devoted Enchanters in the World
|“||Might I suggest we retire momentarily? I have a few secrets I wish to share with you.||”|
|—Emma Brook, Human devoted enchanter|
Devoted enchanters do not fit the stereotype of a mage. You're much more likely to find them casually speaking with the citizentry than tucked away in a tower - if all is going well. Unfortunately, most civilization does not like a unveiled enchanter, which can lead them to a life of solitude with the exception of magic-induced friendships.
Daily Life: Many devoted enchanters spend their days among the citizenry as an accepted member of a society unaware of what she truly is. In their alone time - which in itself is little - they often work on perfecting new ways of casting their spells, or dreaming up new uses for old spells.
Notables: David Blackheart, a half-elven enchanter who managed to dominate enough creatures to form an army. He was slain by one of his own men who broke free of the enchantment.
Karin Alia, a human devoted enchanter who is remembered for her sublte hunting of other enchanters. She is both loved and hated.
Organizations: Most congregations of enchanters are held in inns in the public, and appear as normal conversations rather than carefully worded tests of wit and the exchange of encoded information. That being said, a gathering in itself is very rare. Most communication is accomplished through a charmed servant.
NPC Reactions: NPCs react in one of two extremes toward a devoted enchanter. First, they may be very welcoming and unaware of the enchanter's profession. Second, if they know of what the devoted enchanter does, they will likely be wary, or outright rejectful.
Devoted Enchanter Lore
Characters with ranks in knowledge (arcana) can research devoted enchanters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Devoted enchanters? They must study enchantment.|
|10||A devoted enchanter is much more skilled at his craft than other mages.|
|15||Devoted enchanters are incapable of casting spells from other schools of magic, in exchange for much more power in their primary school.|
|20||Continual playing with the intricacies of the mind lead the enchanter to vastly increased mental defenses.|
Devoted Enchanters in the Game
A devoted enchanter almost always plays a subtle, behind the scenes role. While she herself is not much of a combatant, there's little she cannot accomplish. A charmed ally can often prove much more useful than the most powerful blade or quickest hands. Enchanters are often either quite popular, or isolated and shunned.
Adaptation: An enchanter can fill most any space, from the consort of a royal family to a cunning rogue, to the evil temptress who has amassed hordes of loyal followers.