Enchanter Class: Part 2 (1st Draft)


Homebrew and House Rules


So here he is. Started out as the Golem Master, but became kind of a hybrid with the old Artificer class. Give me your feed back, but be constructive.

Enchanter:

I won't even attempt to transfer over the table, never works, so I'll just break it down for you
BAB: 1/2
SAVES: Fort (bad), Reflex (bad), Will (good)
SPELLS: Prepared caster, used Wizard's progression but maxed out on 3 per level (you'll probably see why in the spells section)

Enchanters are masters of item creation. They master the ability to channel magic into the natural world and derive their power from the study of the very essence of magic. As such, they are not limited to arcane or divine, but instead are focused only on what their study and intellect can bring them.

Role: Enchanter’s work best in a larger group acting as supplemental casters and offering bonuses to other group members. They are also well suited to any adventure that contains a large number of constructs, due to their Construct Training and Spirit Transfer abilities.
Alignment: any, but tends toward Lawful
Hit Die: d6

CLASS SKILLS
Appraise (Int), Craft (Int), Disable Device (Dex), Knowledge (Arcana) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha)
2+ Int Modifier

CLASS FEATURES
Weapon and Armor Proficiency: Enchanters are proficient with the dagger, club, heavy crossbow, light crossbow and quarterstaff, but not with any type of armor or shield.

Spells: Enchanters cast spells drawn from any list. Their extensive training does not limit their ability to cast only arcane or divine. An Enchanter must choose and prepare his spells in advance. 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 an Enchanter’s spell is 10 + the spell level + the Enchanter’s Intelligence modifier. An Enchanter can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence soccer (see Table 1-3 Core Rule Book). An Enchanter may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour of meditation. While meditating, the Enchanter chooses which spells to prepare. In addition, any cure spells cast by an Enchanter heal full damage on any construct, but only half on non-constructs, due to their specialized training.

Cantrips/Orisons: An Enchanter gets a limited number of zero level spells that he does not need to prepare in advance. These spells can be cast as many times per day as needed. He gets detect magic and read magic for free in addition to the ones he selects.

Animated Companion: Starting at 1st level, an Enchanter gets an animated companion that can take one of two forms. The first is very similar to a Summoner’s Eidolon, with the following exceptions. In this section, “customizations” refers to the Eidolon’s “evolutions”. An Enchanter creates his companion and it is a construct and gains all construct traits; as such, it does not need to be summoned and cannot be banished as it is native to this plane. He creates this construct for free and scavenges additional materials and learning as he studies and adventures. He can add customizations to his construct to alter its base form and give it new abilities as he sees fit whenever he grows a level. However, to remove or replace an existing customization has a cost of 200 gp per point of the said customization. Ie, you decided to take away an additional pair of legs and give an additional pair of arms instead. Adding the arms cost only the normal amount of points from the pool, but removing the legs cost 400 gp (limbs being a 2-point customization).
An animated companion has the following class skills: Bluff (Cha), Disguise (Cha), Intimidate (Cha), Perception (Wis).
Animated companions can have the following base forms:
Quadruped
Starting Statistics: Size: tiny; Speed: 20; AC: +2 size, +2 natural armor; Saves: Fort (good), Ref (bad), Will (bad); Attack: bite (1d3); Ability Scores: Str 12, Dex 18, Con --, Int --, Wis 10, Cha 11; Free Customizations: bite, limbs (legs) (2)
BIPED
Starting Statistics: Size: tiny; Speed: 10; AC: +2 size, +2 natural armor; Saves: Fort (bad), Ref (good), Will (bad); Attack: 2 claws (1d2); Ability Scores: Str 12, Dex 16, Con --, Int --, Wis 10, Cha 11; Free Customizations: claws, limbs (arms), limbs (legs)
SERPENTINE
Starting Statistics: Size: tiny; Speed: 10, climb 10; AC: +2 size, +2 natural armor; Saves: Fort (bad), Ref (bad), Will (good); Attack: bite (1d3), tail slap (1d3); Ability Scores: Str 8, Dex 20, Con --, Int --, Wis 10, Cha 11; Free Customizations: bite, climb, reach (bite), tail, tail slap
AQUATIC
Starting Statistics: Size: tiny; Speed: 10, swim 20; AC: +2 size, +4 natural armor; Saves: Fort (bad), Ref (good), Will (bad); Attack: bite (1d3); Ability Scores: Str 12, Dex 16, Con --, Int --, Wis 10, Cha 11; Free Customizations: bite, improved natural armor, swim (2)
The following customizations are new and can be used for the animated companion:
Small (1-point customization): Your construct is now small sized; subtract 1 from the attack bonus and AC and 2 from your Dex score due to size increase, but gain +2 to Str. Damage dice on all your attacks go up by one size as well.
Medium (2-point customization): Your construct is now medium sized; subtract 1 from the attack bonus and AC and 2 from your Dex score due to the size increase, but gain +2 to Str. Damage dice on all your attacks go up by one size as well.
The following customizations are NOT available for your animated companion: Gills, Wing Buffet, Basic Magic, Minor Magic, Major Magic, Incorporeal Form, and Ultimate Magic.
The following customizations can only be taken once your construct is at least small: Pounce, Mount, Reach, and Trample.

Alternately, your animated companion can take a different approach. You may start play with a Clockwork Spy (Bestiary 3 p.58). After this, each customization point you would otherwise gain counts as 500gp in training and materials that can be directly applied towards the creation of a new construct (such as an Iron Golem). Any difference in price can be made up out of pocket, and you must still meet all other prerequisites required in the construction of a new companion. While this ability allows for the creation of multiple constructs, you can only have one as your animated companion at any given time.

Construct Training: Due to the Enchanter’s training with constructs, he has developed a better understanding of how they move. He receives a +1 dodge bonus to Armor Class vs. constructs, as well as a +1 bonus to Reflex saves, attacks and Perception checks against constructs. This bonus increase to +2 at 5th level, +3 at 9th, +4 at 13th and +5 at 17th level. In addition, at level 5 an Enchanter can by-pass any constructs immunity to magic. He instead treats the creature as having spell resistance equal to 10 + the CR of the creature.

Enchanter: At 2nd level, an Enchanter learns a weapon or armor enchantment with a bonus of no more than half his Enchanter level. He may apply this bonus to any item that would normally be able to be enhanced with this enchantment for one hour per Enchanter level. At every even level, he gains another enchantment to learn and may use that new enchantment on the same item or may split them up. For example, at 2nd level, you learn the +1 bonus. You may place that bonus onto your sword or an ally’s sword for 2 hours per day, and may even place it upon a suit of armor or a shield. At 4th level, you learn the flaming weapon ability. You must place the flaming on a weapon that is already +1, or it will not function. You may use these both in conjunction to make a weapon +1 flaming. An item must be masterwork before this ability can be used on it. This ability takes 1 minute to function and you must hold the item you are attempting to enchant. This will not work on items that are already enchanted beyond your ability to duplicate.

Bonus Feat: Starting at 2nd level, you gain a series of bonus feats despite the normal prerequisites. At 2nd level, you gain Craft Wondrous Item. At 4th level, you gain Craft Arms and Armor. At 6th level, you gain Craft Construct.

Use Magic Device: At 3rd level, your familiarity with enchantments grow. You may substitute your Int modifier for your CHA modifier when making a Use Magic Device check. In addition, you gain the ability to spot and disable magical traps like a Rogue. This ability does not give you any other Rogue features and doesn’t give you the ability to disable mundane traps, only magical. At 9th level, you may take 10 on any Use Magic Device check and half the penalties (minimum one) you take for being of a different race, gender or other. At 15th level, you can automatically pass any Use Magic Device check with any object that is not an artifact.

Spirit Transfer: At 7th level, you develop the ability to transfer your essence into your bonded companion. This begins as a standard action and lasts for as long as you desire. During this time, you see what it sees, and can control its actions. Your body, however, is defenseless while using this ability. If your bonded companion is destroyed during the use of spirit transfer, you are automatically returned to your body and take 5d6 subdual damage.

Disenchant: Starting at 8th level, Enchanter’s get the ability to disenchant items. By sacrificing a spell of equal or greater level to the one that was used to enchant the item, he can attempt to permanently remove the enchantment from an item. Objects, whether attended or not, get a Will save (DC equal to 10 + spell level + Enchanter’s Intelligence modifier) to resisit this ability. Unless otherwise noted, an item’s Will save modifier is equal to the item’s caster level. If multiple spells are used on an item, but there is only one enchantment, then an Enchanter must sacrifice one spell per spell used for the construction of the item, but only makes a single check for the disenchant. If there are multiple enchantments on a single item, then the Enchanter must sacrifice spells and make the disenchant check for each enchantment; this must also be done in the order if there are any prerequisite enchantments. For example, an Enchanter attempts to disenchant a +1 flaming longs word. He must first remove the flaming before he can target the +1 as the weapon must be +1 before it can be flaming. Treat a +1 (or +2, +3, etc) as magic weapon with a spell level equal to the bonus.

Improved Spirit Transfer: At 13th level, you gain the ability to transfer your spirit into other constructs beyond your bonded companion. You may, as a full round action, send your consciousness into a construct that is within 60 feet. You may use this ability a number of times per day equal to ½ your Enchanter level, a failed attempt still counts toward this total. An unwilling construct gets a Will save DC equal to (10+your INT modifier+1/2 your Enchanter level). Every round that a construct is possessed by you, it gets another Will save until it passes and you are ejected (an immediate action), you relinquish control and return to your own body (a free action), or it fumbles and you gain complete control until you leave of your own free will. If your body is killed while you are using this ability, you can attempt to remain in control of the construct until your body has been revived somehow. If you are ejected before while your body is dead, your spirit immediately passes over. Once a construct makes it save against this ability, it cannot be affected by it again for 24 hours.

Craft Master: At 17th level, you are treated as having all of the Item Creation feats even if you haven’t taken them. These include those bonus feats you received at earlier levels as well as Brew Potion, Craft Rod, Craft Staff, Forge Ring and Scribe Scroll.

Greater Spirit Transfer: Starting at 19th level, you get the ability to transfer your spirit into any level creature that is native to your plane. This works like Improved Spirit Transfer, but the target need not be a construct. Any creature with an Intelligence of at least 6 also cannot be controlled for more than 24 hours.

I know that there is a fair amount in here that has to have examples, and that such a thing is usually frowned on. But it is the first class I have ever made that needed so many examples, and I enjoyed the originality and the chance to streatch my creative legs. As I mentioned above, feed back is wellcome. Especially on the name, I'm not to thrilled with it.


Arcane marked for later.


I am shamelessly bumbing this back to the top of the list.


"Enchanters" are wizards specialized in the Enchantment school - you'll probably want to change the name to avoid confusion.

Sphen86 wrote:
Enchanters cast spells drawn from any list. Their extensive training does not limit their ability to cast only arcane or divine.
This looks crazy powerful to me. I'd play a character with just this one ability.
Quote:
He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour of meditation.
No wizards' spellbook. No witches' familiar. No vulnerability.
Quote:
An Enchanter gets a limited number of zero level spells that he does not need to prepare in advance.
A bit of spontaneous casting as well? Sure, why not?
Quote:
any cure spells cast by an Enchanter heal full damage on any construct, but only half on non-constructs, due to their specialized training
This removes a specific weakness of Constructs, while not really adding much of a drawback - even if this class is the main healer, most of it will come from wands anyway.
Quote:
Starting at 1st level, an Enchanter gets an animated companion that can take one of two forms. The first is very similar to a Summoner’s Eidolon

I think I'll just stop here. You've taken the Wizard - potentially the most powerful class in the game, added the most powerful class feat of the game: the Eidolon, removed the main limitation of Wizardly power: difficult access to Divine spells, removed their main weakness: their spellbook, even gave them a bit of spontaneous casting... And in return they have a few spells less per day? That's way, way too easy to overcome.

I hadn't even gotten to the actual "enchanting" yet, and already I see no reason to ever play any other class. This class needs some serious nerfing. Something like an inability to cast in combat.

On a more constructive note: the skill selection needs to specify if all Craft and Profession skills are class skills, and it is never made clear if the class has access to a limited list of "spells known", or the full plethora of spells the game has to offer.


I'll admit, I was hoping for more feedback than this. But I appreciate the notes and have worked out a few changes. I should have a second draft up soon, once I get some more critiques from my gamers.

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