User:The-Marksman/Sandbox

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Author: The-Marksman (talk)
Date Created: June 2019
Status: Just fluff left
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Becoming an Enchantress

(This class is a mix and heavily adapted combination of the prestige classes 'Thrallherd' found on pages 153 of the Expanded Psionics Handbook and 'The Mindbender' found on pages 54 of the Complete Arcane book.)

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Entry Requirements
Alignment: Any nongood
Skills: Knowledge (Psionics) 7 ranks, Bluff 4 Ranks, Sense Motive 4 Ranks
Feats: Psionic Endowment
Special: Able to manifest Psionic Charm power.

Table: Enchantress

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Manifesting
Fort Ref Will
1st +0 +0 +0 +2 Telepathy, Natural Charm +1 level of existing manifesting class
2nd +1 +0 +0 +3 Compelling Alure, Charming Demeanor +1 level of existing manifesting class
3rd +1 +1 +1 +3 Natural Suggestion, Elude Enchantment +1 level of existing manifesting class
4th +2 +1 +1 +4 Versatile Enchantment, Slippery Mind +1 level of existing manifesting class
5th +2 +1 +1 +4 Enchanted
6th +3 +2 +2 +5 Natural Charm (Mass), Persistent Enchantment +1 level of existing manifesting class
7th +3 +2 +2 +5 Natural Dominate +1 level of existing manifesting class
8th +4 +2 +2 +6 Irresistable Enchantment +1 level of existing manifesting class
9th +4 +3 +3 +6 Natural Suggestion (Mass) +1 level of existing manifesting class
10th +5 +3 +3 +7 Enraptured, Charm Resistance

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Bluff (Cha), Concentration (Con) Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha),
Knowledge (Psionics) (Int), Psicraft (Int), Sense Motive (Wis) Use Psionic Device (Cha),

Class Features

All of the following are class features of the Enchantress.

Weapon and Armor Proficiency: An Enchantress gains no proficiency with any weapons or armor.

Powers Known: At every level, an Enchantress gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she became an Enchantress. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds her Enchantress levels to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

If a character had more than one manifesting class before she became an Enchantress, she must decide to which class she adds the new level of Enchantress for the purpose of determining power points per day, powers known, and manifester level.

Telepathy (Su): Beginning at first level an Enchantress unlocks one of the most essential and foundational building blocks of her craft, obtaining the ability to communicate telepathically with any creature within 100 feet that has a language. In addition, an Enchantress can read the surface thoughts of a living creature within 100 feet at any time. This is a mind-affecting ability that requires a standard action to use. The Enchantress must be able to see the target; a successful Will save (DC 10 + Enchantress' class level + Enchantress' Charisma modifier) negates the effect. Creatures of animal intelligence (Int 1 or 2) have only simple, instinctual thoughts.

Maintaining the effect requires concentration; the maximum duration is 10 minutes + 2 minutes per class level. This ability can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 5 feet of wood or dirt blocks it. This effect is the equivalent of a 2nd level spell.

Natural Charm (Su): A number of times per day equal to her class level, an Enchantress can manifest Psionic Charm at a reduced power point cost. The cost of Psionic Charm is reduced by a number of points equal to her Enchantress class level, to a minimum of 1 power point (reduced after augmentations). In addition, anytime she uses this effect the range is increased to 100 feet and the casting time is reduced to a move action. The effects of this power are still restricted by the Enchantress' manifester level.

For example, a Psion 7/Enchantress 10 can manifest Psionic Charm normally for 1 power point + augments whenever she wants. However, 10 times per day she can manifest Psionic Charm as a move action from 100 feet away with a reduced cost. As a 17th level manifester she can spend a maximum of 17 power points on an ability, therefore she may augment Psionic Charm by choosing to spend up to 16 extra points. If you read the augments for Psionic Charm this means 16 extra points would increase the DC by +8 and if successful, would cause the duration to increase by 1 day per 4 extra points spent, so the creature would be charmed for 4 days, but the Enchantress using this ability would have the cost reduced by 10 which would mean she only pays 7 total points for this augmentation rather than 17.

Maximum points spent for manifester level must be calculated BEFORE the reduced cost comes in to play. So in this example, she cannot ever spend more than 17 power points on manifesting any power since she is an 17th level manifester. Meaning she cannot spend 27 points that then gets reduced to 17, it must be 17 (her maximum) that then gets reduced to 7.

Compelling Alure (Su): Starting at 2nd level, because of an Enchantress' innate familiarity with charms and compulsions she adds a bonus equal to 1/2 her class level (minimum of +1) to the DC to resist any charm or compulsion powers she manifests (including her telepathy), regardless of number of power points spent on the ability, to maximum of +5 at 10th level. This bonus stacks with the additional DC added by spending more power points on a power and with the Psionic Endowment feat and other such feats that would effect the DC of a manifested power. The number of power points an Enchantress can spend on powers are still restricted by the Enchantress' manifester level.

Charming Demeanor (Ex): An Enchantress is intimately familiar with all interpersonal relations and social interactions and gains a bonus on all Bluff, Diplomacy, Gather Information, Intimidate and Sense Motive checks equal to her Enchantress class level. This bonus does not extend to other applications of these skills (i.e. making a bluff check to create a diversion to hide, or feinting in combat).

Natural Suggestion (Su): Beginning at 3rd level, an Enchantress adds Psionic Suggestion to her powers known (if she doesn't know it already). A number of times per day equal to her class level, an Enchantress can manifest Psionic Suggestion at a reduced power point cost. The cost of Psionic Suggestion is reduced to 1 power point. In addition, anytime she uses this effect the range is 100 feet, the casting time is reduced to a move action and the duration is increased to 24 hours. The effects of this power are still restricted by the Enchantress' manifester level (see Natural Charm).

Elude Enchantment (Ex): At 3rd level an Enchantress is so accustomed to how charms and compulsions work and how that power feels that she gains a bonus on any saves she makes against any charm or compulsion effects (including against telepathy powers used against her) equal to her class level. In addition, any ally within 30 feet of the Enchantress gets a bonus on all saves against all enchantment spells, powers and effects equal to 1/2 her class level (beginning at +1 at level 3).

Versatile Enchantment (Su): Starting at 4th level, anytime an Enchantress manifests the Psionic Charm or Psionic Dominate powers she does not need to spend the additional points to use either of the powers on creatures of other types. Using the ability on a creature of another type in and of itself does not increase the DC of the power since no extra points need to be spent. She can still spend extra power points on the ability as normal which would effect the power normally, she just is no longer required to do so to effect creatures of other types if she so chooses.

Slippery Mind (Ex): This ability represents the Enchantress’ ability to wriggle free from magical effects that would otherwise control or compel her. If an Enchantress of 4th level or higher is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Enchanted (Su): At 5th level an Enchantress power with charms and compulsions grows significantly. Anytime she manifests Psionic Charm at a reduced power point cost, she can also choose to make the duration of her Psionic Charm ability permanent for this casting. She must declare before casting whether or not she intends to increase the duration to permanent, and she may have a number of creatures under this effect equal to 1/2 her class level. Meaning when she gains this ability at 5th level she may have 2 creatures at any time under this effect, and gains a 3rd creature at 6th level and so on, up to a maximum of 5 at 10th level. If an Enchantress chooses to use Psionic Charm on another creature and tries to make that effect permanent when she is already at her maximum, the previous victim under her influence the longest is immediately freed from the effect regardless of the success or failure of the save for the new attempted creature.

Natural Charm (Mass) (Su): Anytime an Enchantress manifests her Natural Charm power at a reduced power point cost she may also spend 1 additional power point to effect one additional target for this manifesting, and may add up to 1 additional target per class level in this way. The save DC reduces by 1 for each 2 targets added. No two targets effected by this manifesting can be more than 30 feet from any other effected target. This ability cannot be used in the same casting as her Enchanted ability. These additional power points spent must be calculated into her maximum she can spend before the total cost is reduced (meaning she cannot spend her maximum power points on augmentations, reduce the cost and then spend extra to do this).

Persistent Enchantment (Su): Beginning at 6th level, the potency of an Enchantress' charm and compulsion powers are so powerful that it lingers in the victims mind. Any creature that successfully saves against any of an Enchantress' charm or compulsion powers must save again 1 round later (as if she had manifested the power again) at the beginning of the round before anyone's actions, and the victim gains a +4 bonus on the save.

Natural Dominate (Su): An Enchantress adds Psionic Dominate to her powers known (if she doesn't know it already). Once per day, an Enchantress can manifest Psionic Dominate at a reduced power point cost to 1 power point for this manafesting. In addition, anytime she uses this effect the casting time is reduced to a move action, the duration is increased to 24 hours without having to spend the 2 power points (however you can still spend the 4 power points to increase the duration to 1 day per manifester level). In addition, the total power points spent after augmentations is reduced by her Enchantress class level. The effects of this power are still restricted by the Enchantress' manifester level (see Natural Charm).

Irresistable Enchantment (Su): The charms and compulsions of an Enchantress are so strong that starting at 8th level, any targets of her charm or compulsion powers (or telepathy) do not gain a bonus on their saves due to being currently threatened or attacked by the Enchantress or her allies. In addition, subjects of her compulsion effects do not get a bonus on saves due to being forced to take an action against their nature. Such creatures still get a save as normal under both of these circumstances, but there is no bonus on the save.

Natural Suggestion (Mass) (Su): Starting at 9th level, anytime an Enchantress manifests her Natural Suggestion power at a reduced power point cost she may also spend 1 additional power point to effect one additional target for this manifesting and may add up to 1 additional target per available manifester level in this way. The save DC increases by 1 for each target added in this way. No two targets effected by this manifesting can be more than 30 feet from any other effected target. An Enchantress' ability to add power points is still restricted by her manifester level as previously stated. These additional power points spent must be calculated into her maximum she can spend before the total cost is reduced (meaning she cannot spend her maximum power points on augmentations, reduce the cost and then spend extra to do this).

Charm Resistance (Ex): A 10th level Enchantress' power over charms and compulsions is so strong that she gains Power Resistance and Spell Resistance against all charm and compulsion effects used against her. These resistances are equal to 20 + her Charisma modifier.

Enraptured (Su): At 10th level an Enchantress' mastery over charms and compulsions reaches its peak. She can choose to make the duration of her Psionic Dominate ability permanent for this casting. She must declare before casting whether or not she intends to increase the duration to permanent, and she can only have one creature under this effect at a time. If an Enchantress chooses to use Psionic Dominate on another creature and tries to make that effect permanent, the previously enslaved creature is immediately freed from the effect regardless of the success or failure of the save for the new creature. Dispel Magic and Dispel Magic have no effect on the enraptured creature, though Break Enchantment frees the victim (treat the Enchantress' manifester level as 5 + her class level for this purpose). An Enchantress may have both her 5 permanently Enchanted creatures and her 1 Enraptured creature at any given time.

Campaign Information

Playing an Enchantress

Combat: An Enchantress' class levels do not define her role in the party. Indeed, she remains whatever kind of psion brought her to this class. However, she can use her class abilities to charm or dominate enemy combatants and covertly order them with telepathy to attack their old comrades. Tactical use of this ability could seriously change the flow of any given fight if the enemies most powerful ally becomes an instant enemy. In addition, with her free telepathy she can read the minds of enemies for free to know exactly what tactics they're going to use or plans they have. She may also learn of an attack they're thinking to use before they use it and can telepathically warn allies in time for them to avoid danger.

Advancement: Classes that continue to develop an Enchantress' psionic powers would be best to continue to give her advancement in her main Psionics discipline. Alternatively, anything that gives her more of a focus or buff in combat whether that be psionic or martial would help her be an all-around better contributor to the party.

Resources: Enchantress' do not organize in any meaningful way with one another as a class. If anything, an Enchantress would continue to rely on any existing support through any organizations or arrangements that she had before and the same general support as psions in the world would have. However, Enchantress' that get above a certain level might use her Enchanted or Enraptured abilities to make close friends with someone else who has significant resources and use those instead.

Enchantress' in the World

Can't you see that you have no choice? Grovel before my power, I hope you like being dominated!
—Lorelei, Human Enchantress

NPC Reactions: Most NPCs wouldnt know or think of an Enchantress as anything other than a normal Psion at first glance. Anyone who understands the full extent of her powers would see the Enchantress with a bit of distrust, not being sure if shes reading their mind and private thoughts, or if any positive thoughts they have about the Enchantress are actually their own thoughts.

Enchantress Lore

Characters with a lore skill or ranks in Knowledge (Psionics) can research Enchantress' to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Psionics)
DC Results
15 An Enchantress is a master of manipulation and altering the minds and perceptions of others. She excels at charm and compulsion magic and can even read minds.
20 Enchantress' are adept at avoid charms and compulsions themselves, even wriggling free from enchantments that take hold. Conversely even those who think that they've shrugged off an Enchantress' lure find themselves drawn in moments later.
25 The power of an Enchantress is so strong that she can enrapture multiple targets with minimal effort, and her strongest spells allow her to take away the free will of others indefinitely.
30 Players who achieve this level of success can also learn about important details about specific Enchantress' in your campaign,
including notable individuals currently working or traveling in a specific area, even possible locations of a specific Enchantress.

Enchantress' in the Game

Sample Encounter:

EL 10:

Claudus Sabrek

Medium Humanoid (Human)
Male Human Fighter 6/Enchantress 4
Hit Dice: 6d10 (33) + 4d12 (26) + (30 con) = (138 hp max or 89 hp average)
Initiative: 8
Speed: 30 ft
Armor Class: Normal 24 ( Armor +6, Dex +4, 3 Magic, 1 Shield), Touch 17, Flat Foot 20
Base Attack / Grapple: +10 / +12
Full Attack: Halberd +14 1d10 +6 (+2 (str), +2 (Wpn Spc), +2 (Magic) ), 20 X3
Space / Reach: 5 ft / 5 ft
Special Qualities: Polearm Affinity, Ignore Elevation, Jump Attack, Armor Mastery (Medium), Lancet 7/day
Saves: Fort 12, Ref 10, Will 4
Skills: 13 ranks each in Jump and Sense Motive, 10 ranks in Craft (Armorsmithing), 5 ranks in Knowledge (Arcana), 1 rank each in Listen and Spot
Feats: Dodge, Improved Initiative, Improved Unarmed Strike, Combat Reflexes, Close Quarters Fighting*, Combat Expertise, Improved Trip, Skill Focus (Jump), Weapon Focus (Polearms), Defensive Throw*, Weapon Specialization (Polearms)
Abilities: Str: 15, Dex 18, Con 16, Int 13, Wis 13, Cha 10
CR: 10
Treasure: +2 Enchantress Armor, +1 Buckler, +2 Halberd, Brooch of Shielding, Elixir of Fire Breath X3, 1054 gold worth of mundane items and coins in his room in the castle
Alignment: Lawful Neutral


Marksman's Homebrews
^The-Marksmanv
Classes Battle Juggernaut, Bewitcher, Bounty Hunter, Cat Burglar, Divine Healer, Enchantress, Footpad, Grimslayer, Half-Nymph, Half-Rylvain, Hunter, Ki Warrior, Martial Artist, Noble, Platinum Dragoon, Radiant Champion, Rylvain, Saiyan Warrior, Scout, Socialite Deluxe, Spy, Undead Slayer, Undead Stalker, Warlord, Wolverine
Races Elven Nymph, Half-Drow, Elf, Half-Giant, Half-Nymph, Half-Rylvain, Half-Saiyan, Liantia, Moogle, Namekian, Ronso, Rylvain, Saiyans, Xanthian
Character Options Ascended Super Saiyan, Ascetic Juggernaut, Awesome Blow, Enhanced Ki Pool, Full Power Super Saiyan, Saiyan Elite, Tail Defense, Ultra Super Saiyan
Equipment Cloak of Bullshit, Cloak of Greater Bullshit, Cloak of Lesser Bullshit, Dragon Balls, Excalibur, Potion of Youth
Spells & Powers Condition, Eternal Charm Monster, Eternal Charm Person, Eternal Slumber, Reraise, Restore Youth, Steal Youth, Summon Wyvern
Invocations After Image, Alternate Delivery, Beam Blast, Candy Beam, Death Beam, Destructo Disc, Dragon Fist, Energy Channel, Energy Rings, Explosive Wave, Final Explosion, Flash Step, Four Witches, Fusion Dance, Greater Ki Transmutation, Healing Spirit, Improved Intimidating Ki, Improved Ki Charging, Improved Ki Flying, Improved Ki Volley, Instant Transmission, Intimidating Ki, Kaio-ken, Ki Barrage, Ki Charging, Ki Enhancement, Ki Flying, Ki Sense, Ki Shield, Ki Sight, Ki Supression, Ki Sword, Ki Transmutation, Ki Wind, Lesser Electrical Transmutation, Lesser Fire Transmuation, Lesser Frost Transmutation, Master Ki Transmutation, Multi-Form, Neo Tri Beam, Nova Chariot, Power Ball, Scatter Shot, Solar Flare, Spirit Ball, Spirit Bomb, Super Ghost Kamikaze Attack, Tri Beam, Warp Blast
Espers Bomb, Cactuar, Cait Sith, Chocobo Esper, Cockatrice, Esper, Goblin, Kirin, Mindflayer, Shiva, Siren, Sylph, Tonberry, Unicorn
Monsters Adamantoise, Ash Viper, Behemoth, Drake, Malboro V.2, Murder of Crows, Tangle Tree
Other Aralhal, Celesdra, Golbez System, James Houlton, Levels That Spells Are Obtained, Rydel Taerun, Shenron, Spirit Beast
Sandbox 1 / Box 2 / Box 3 / Box 4 / Box 5 / Box 6 / Box 7 / Box 8 / Box 9 / Organized table of published races with statistics / Talk page



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