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    Ogre in the Playground
     
    NecromancerGirl

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    Default Master Enchanter P.E.A.C.H.

    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 enchanterís 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...
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    Lord smith class, Archangels, and Slayers


    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.
    Last edited by Westhart; 2017-04-05 at 02:19 PM. Reason: put immunity at 8th
    Homebrew: If it is mine feel free to PEACH and/or use it.

    Renegade Hippie DM in the Playground

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    I'm back! Seems it was a bit early to say I had escaped the hospital, then got caught up with RL stuff... I'm back now though.

  2. - Top - End - #2
    Barbarian in the Playground
     
    OrcBarbarianGuy

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    Jan 2017

    Default Re: Master Enchanter P.E.A.C.H.

    I would say this is a pretty good if not overpowered PrC.
    Key things to look out for:
    -Getting immunity to mind-affecting effects at level 2 is pretty incredible- while the class has two-feat entry, most wizards can enter without trying at all.
    -+1 spell per day of each level is also pretty great, especially for wizards.
    Entrenched Enchantment is probably too good. Forcing everyone to save twice against your enchantments is effectively as good as casting it twice-given that most enchantments are save-or-lose, this makes most fights over much quicker.
    Overcome Resistances is what I might characterize as a mid-level ability- it's pretty important to have at some point, but doesn't necessarily have the raw impact of a capstone.


    What I'd like to see in an enchantment-using class:
    A bit of planning for the failure of enchantments. Since most enchantments are save-or-lose, enchanters can either end an encounter or not contribute to it. I'd like to see some incomplete disruption- penalties which apply if the target succeeds on its save, without ending the encounter instantly, for example.
    My one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
    The bargain bin- malfunctioning, missing, and broken magic items.
    Spirit Barbarian: The Barbarian, with heavy elements from the Shaman. Complete up to level 17.
    The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
    The Coward: Not every hero can fight.

  3. - Top - End - #3
    Ogre in the Playground
     
    NecromancerGirl

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    Default Re: Master Enchanter P.E.A.C.H.

    1) should I move immunity to 8th?
    2) Nightmare spinner gets it with illusion spells, and this is a loose adaption of it...
    3)Entrenched was this at first but I believe it was too OP:
    Entrenched enchantment: Whenever the Master enchanter cast an enchantment spell it has new effects. If the save succeeds the target takes 1d6/CL damage. This also happens to anyone that dispels an enchantment spell cast by the Master Enchanter, this does not affect someone with the mettle special ability.

    this would be like what you want i believe...

    Edit: I could also make a list of things that happen on a successful save, select a condition every other level or so and getting more powerful with level... From, say, the force clawing at you mind...
    possibilities: nauseated, sickened, frightened etc...
    Last edited by Westhart; 2017-04-05 at 10:54 AM.
    Homebrew: If it is mine feel free to PEACH and/or use it.

    Renegade Hippie DM in the Playground

    Extended Signature

    I'm back! Seems it was a bit early to say I had escaped the hospital, then got caught up with RL stuff... I'm back now though.

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    Barbarian in the Playground
     
    OrcBarbarianGuy

    Join Date
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    Default Re: Master Enchanter P.E.A.C.H.

    1. Immunity fits more at 8th, yeah.
    2. Alright, fair enough.
    3. Yeah, that's a) too much damage, and b) not really in enchantment's space of the "color pie". I was thinking, like, -2 to attack rolls and skill checks for one round. On the other hand, the general idea of "stuff even on a successful save" is there.

    Nauseated and Frightened are both "lose-the-battle"-class conditions.
    My one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
    The bargain bin- malfunctioning, missing, and broken magic items.
    Spirit Barbarian: The Barbarian, with heavy elements from the Shaman. Complete up to level 17.
    The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
    The Coward: Not every hero can fight.

  5. - Top - End - #5
    Ogre in the Playground
     
    NecromancerGirl

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    No where out there <-->

    Default Re: Master Enchanter P.E.A.C.H.

    alright fixed immunity, so for the penalty -1/2 class level or -1/2 caster level sound good? Because at higher levels a -2 is not much... and maybe duration 1/4 caster or class level?
    I could put it at 2nd since they do not have anything there...
    Last edited by Westhart; 2017-04-05 at 11:50 AM.
    Homebrew: If it is mine feel free to PEACH and/or use it.

    Renegade Hippie DM in the Playground

    Extended Signature

    I'm back! Seems it was a bit early to say I had escaped the hospital, then got caught up with RL stuff... I'm back now though.

  6. - Top - End - #6
    Barbarian in the Playground
     
    OrcBarbarianGuy

    Join Date
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    Default Re: Master Enchanter P.E.A.C.H.

    On the contrary- a -2 penalty is just the same at level 1 or level 10. It's a 10% increased chance to fail. On a full attack, there are perhaps 2-3 attacks which have a reasonable chance to hit or miss- this means that this is approximately 0.2-3 attacks which hit the target per round which otherwise would have missed. While numbers are higher at high levels, people still roll the same d20. I'd be OK with it increasing somewhat at higher levels, but not to a full -5 penalty.

    I'm inclined to make it a round or two, for a separate reason- I expect that this character will be casting spells every round or so, and increasing the duration doesn't matter so much- the ability is a consolation prize for the target making their save, not a lasting debuff.


    Entrenched Enchantment still needs to be changed, though- two rolls on every save is a huge advantage.
    A slight change which might be what you intended (hard to tell from wording):
    Whenever a creature makes a saving throw to recover from an ongoing enchantment spell you cast, they instead make two saves, and take the lower.
    My one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
    The bargain bin- malfunctioning, missing, and broken magic items.
    Spirit Barbarian: The Barbarian, with heavy elements from the Shaman. Complete up to level 17.
    The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
    The Coward: Not every hero can fight.

  7. - Top - End - #7
    Ogre in the Playground
     
    NecromancerGirl

    Join Date
    Dec 2016
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    No where out there <-->

    Default Re: Master Enchanter P.E.A.C.H.

    I guess that will work then, and I am going to sa it does not stack... otherwise with quicken spell things could get bad quickly...
    hmmm, what would be a fitting capstone?
    Last edited by Westhart; 2017-04-06 at 11:19 AM.
    Homebrew: If it is mine feel free to PEACH and/or use it.

    Renegade Hippie DM in the Playground

    Extended Signature

    I'm back! Seems it was a bit early to say I had escaped the hospital, then got caught up with RL stuff... I'm back now though.

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