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Enchanter Variant

Charmer, schemer, deceiver, pacifi st: An enchanter can be all these and more. As a practictioner of one of the most subtle schools of magic, an enchanter might charm a guard into opening a well-defended gate that fifty warriors couldn’t take by force. Good-aligned enchanters use their powers to seek out truth and encourage others onto the path of good, while their evil counterparts bend others’ minds at their whim and gather personal power as rapidly as possible.
Campaigns that feature a large amount of social scenarios, political intrigue, or investigation benefi t greatly from the inclusion of variant enchanters. These spellcasters, skilled in the manipulation of others and capable of concealing their own identities, make excellent villains and manipulators, or even investigators skilled at using magic to draw the truth out of opponents.
Players and DMs alike should also consider the ramifi cations that enchantment spells and similar effects have on a game world. Is casting charm person legal? Is a character legally responsible for actions taken while charmed? Do most of the campaign’s inhabitants know that enchantment effects exist? Are there folk remedies that supposedly provide protection against enchantment effects? Do they actually work? Having ready answers to these and similar questions not only adds consistency to the game, but also clarifi es and highlights the role of the enchanter.
Cohort: Upon reaching 6th level, an enchanter using this variant gains the service of a loyal cohort of the player’s choice with the DM’s approval). The cohort is a 4th-level character when fi rst gained; after that point, follow the normal rules described in the Leadership feat (page 106 of the Dungeon Master’s Guide) to determine the cohort’s level, but treat the enchanter’s level as being two lower than normal.
The enchanter doesn’t gain any followers from this ability. If the enchanter selects the Leadership feat, he attracts followers as normal, the penalty to the enchanter’s effective level is eliminated, and the enchanter automatically qualifi es for the “special power” modifi er to his Leadership score. An enchanter using this variant permanently gives up the ability to obtain a familiar.
Social Proficiency (Ex): Enchanters using this variant are as profi cient at manipulating others through mundane means as they are at infl uencing their minds magically. Add the following skills to the character’s list of wizard class skills: Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive. The enchanter also gains a +2 competence bonus on checks involving one of these skills (player’s choice) every fi ve levels (5th, 10th, 15th, and 20th). This bonus can only be applied once to each skill. An enchanter using this variant does not gain bonus feats for advancing as a wizard.
Extended Enchantment (Su): Enchanters using this variant ensnare the minds of others more easily with their magic, and as a result their enchantment spells last longer than those cast y other spellcasters. Once per day, plus one additional time per two class levels gained above 1st, an enchanter using this variant can cast a spell from the enchantment school as if it were enhanced by the Extend Spell metamagic feat. This enhancement does not affect the spell’s level. Cold, electricity, fi re, or sonic), the evoker can change the energy descriptor and the spell’s effects to energy of a different type. Using this ability is a free action that must be declared before the spell is cast. The evoker can use this ability once per day for each fi ve class levels he has attained (1/day at 5th, 2/day at 10th, and so on). An evoker using this variant does not gain bonus feats for advancing as a wizard.
Overcome Resistance (Ex): The energy spells of an evoker using this variant can ignore some or all of a target’s resistance to energy. Using this ability is a free action that must be announced before the evoker casts the spell to be affected. Every creature affected by the spell is treated as if its resistance to the spell’s energy type was 10 points lower, to a minimum of 0. (This lowered resistance applies only to this spell; other effects with the same energy descriptor must get through the creature’s normal resistance.)
The overcome resistance ability does not give the affected spell any ability to affect creatures with immunity to the spell’s energy type, nor does the affected spell have any additional effect on creatures that do not have resistance to energy. An evoker may use this ability one time per day, plus one additionaltime per day for every two class levels attained beyond 1st (2/day at 3rd, 3/day at 5th, and so forth). An evoker using this variant does not gain additional spells per day for being a specialist wizard.