Enchanters are clever manipulators, using their arcane skills to bend enemies to their will. The enchanter would much rather talk his way through an altercation (preferably after tilting the odds in his favor with some magical persuasion) than fight, and he’d rather have someone else fight for him than get his own hands dirty. In many ways, the enchanter is one of the most dangerous foes one can ever face, because he often wins the battle before his opponents are even aware it is taking place.
Role: The enchanter specializes in turning his enemies to his own purposes, or avoiding making enemies in the first place with a few careful spells and preemptive suggestions.
When a fight does find him, the enchanter hangs back behind the safety of allies or mind-controlled thralls, allowing them to take the beatings in his place.
Hit die: d6
Skill Ranks Per Level: 2 + Int modifier.
|Class Level||BAB||Fort Save||Reflex Save||Will Save||Special|
|1||+0||+0||+0||+2||Cantrips, enchantment specialization, silver-tongued|
|4||+2||+1||+1||+4||Network of influence|
|8||+4||+2||+2||+6||Network of influence|
|12||+6/+1||+4||+4||+8||Network of influence|
|16||+8/+3||+5||+5||+10||Network of influence|
|20||+10/+5||+6||+6||+12||Perfect soulspeech, network of influence|
Weapon and Armor Proficiencies
The enchanter is proficient with brass knuckles, cestus, dagger, blade boot, heavy crossbow, light crossbow, quarterstaff, sap, spring blade, and war razor, but not with any type of armor or shield. Armor interferes with the enchanter’s movements, which can cause his spells with somatic components to fail.
Spells from other schools are not considered to be on the enchanter’s spell list. The enchanter must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the enchanter must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against the enchanter’s spell is 10 + the spell level + the enchanter’s Charisma modifier.
The enchanter can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Specialist Spells Per Day. In addition, he receives bonus spells per day if he has a high Charisma score.
The 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 studying his spellbook. While studying, the enchanter decides which spells to prepare.
Cantrips: Enchanters can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Specialist Spells Per Day. These spells are cast like any other spell, but they are not expended when cast and may be used again. The enchanter can learn and prepare a cantrip from any school, but cantrips not of the enchantment, illusion, necromancy, or universal schools use up two of his available slots.
The enchanter gains one bonus spell slot for each level of wizard spell he can cast, from 1st on up. The enchanter can only prepare a spell from the enchantment school in that slot. This spell must be in the enchanter’s spellbook. The enchanter can select a spell modified by a metamagic feat to prepare in this slot, but it uses up a higher-level spell slot as normal.
Enchanters are practiced liars and smooth-talkers, knowing that their magical coercions often work a bit better when accompanied by skillful persuasion of the more mundane variety. At 1st level, the enchanter gains one bonus skill rank in Bluff and Diplomacy (not to exceed their character level in total ranks), and gains a competence bonus equal to ½ his class level (minimum 1) on all Bluff and Diplomacy checks.
Unsullied Rebuttal (Su)
Starting at 2nd level, when the enchanter is damaged by a creature using a natural attack, unarmed strike, or non-reach melee weapon, he can release a burst of mind-affecting energy as an immediate action, dazing the target for 1 round unless they succeed on a Will saving throw (DC 10 + ½ class level + Charisma modifier).
Creature’s with more Hit Dice than the enchanter’s class level are not affected.
The enchanter can use this ability a number of times per day equal to 3 + his Charisma modifier.
Network of Influence (Su)
Starting at 4th level and every 4 levels thereafter, the enchanter gains one teamwork feat he qualifies for as a bonus feat. As long as a creature is currently affected by one of the enchanter’s charm or compulsion spells, he can spend a swift action to share any teamwork feat he knows with that creature for a number of rounds equal to 3 + his Charisma modifier. The affected creature does not need to meet the feat’s prerequisites.
Controlled Mind (Ex)
By 6th level, the enchanter has spent so much time manipulating the minds of others that he can quickly recognize and respond to magical intrusions upon his own will. If the enchanter is affected by an enchantment spell or effect and fails his saving throw, he may attempt an additional saving throw each subsequent round until he has made a number of additional attempts equal to his Charisma bonus (minimum 1). Until and unless he succeeds on a saving throw, the enchanter is still bound by the effects of the enchantment, though he cannot be prevented from making the additional saving throw attempts.
Starting at 10th level, whenever the enchanter casts a charm or compulsion spell, he may choose to have it disrupt his opponent’s spellcasting and spell-like abilities as though affected by the Disruptive Spell metamagic feat. This does not affect the casting time or spell level of the affected spell.
When the enchanter reaches 14th level, he gains the ability to burn spell energy to empower his compulsion spells, bypassing his target’s mind and seizing control of their very spirit. When casting a compulsion spell, the enchanter can choose to sacrifice another prepared spell of the same or higher level to remove the mind-affecting descriptor from the cast spell.
Powerful Compulsions (Su)
At 18th level, whenever an enchanter casts a charm or compulsion spell that targets a single creature, he may select another creature within 30 feet of the first to also be targeted by the spell, as though he had cast a single instance of the spell at each targeted creature individually. Any effect that disrupts or counterspells the initial spell also disrupts this effect.
Perfect Soulspeech: Upon reaching 20th level, the enchanter is able to wield the energies enabling his soulspeech with much greater efficiency. The enchanter may now sacrifice a spell up to 2 levels lower than the spell he chooses to empower with his soulspeech (though he cannot “sacrifice” a cantrip in this way). In addition, any creature affected by a soulspeech spell automatically benefits from the enchanter’s network of influence ability, gaining the use and benefits of the enchanter’s known teamwork feats.
Enchanter Favored Class Bonuses
The following favored class options are available to all characters of the listed race who have enchanter as their favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Favored class bonuses that grant a bonus spell always grant a spell of 1 level lower than the highest level spell you can cast (minimum 1st).
- Dwarf: You may use your detect weakness ability +1/4 additional times per day.
- Elf: Increase the DC to resist your [compulsion] spells by +½ (maximum of +2).
- Gnome: Gain a +1/4 bonus on all Perception checks.
- Halfling: Increase the DC to resist your [charm] spells by +½ (maximum of +2).
- Human: Treat your level as +1/2 higher when determining the bonus gained from your silver-tongued class feature.
- Orc: Gain a +1/2 bonus on Intimidate checks to demoralize creatures who have witnessed you cast an enchantment spell.
RGGP: The Grimoire Arcane – Book of Eight Schools, © 2019, Rogue Genius Games LLC., Author: Michael Sayer; Developer, Publisher, and Ring-side Towel Boy: Owen K.C. “El Grande” Stephens.