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Becoming an Enchantress
|Skills:||Knowledge (Psionics) 8 ranks, Bluff 4 Ranks, Sense Motive 4 Ranks|
|Special:||Able to manifest Psionic Charm power.|
|1st||+0||+0||+0||+2||Natural Charm, Charming Demeanor||+1 level of existing manifesting class|
|2nd||+1||+0||+0||+3||Compelling Alure, Elude Enchantment||+1 level of existing manifesting class|
|3rd||+1||+1||+1||+3||Natural Suggestion, Slippery Mind||+1 level of existing manifesting class|
|4th||+2||+1||+1||+4||Versatile Enchantment||+1 level of existing manifesting class|
|5th||+2||+1||+1||+4||Natural Charm (Mass), Enchanted||+1 level of existing manifesting class|
|6th||+3||+2||+2||+5||Irresistable 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||Persistent 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||Charm Resistance, Enraptured||+1 level of existing manifesting class|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
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.
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. She can spend a maximum of 17 power points on an ability, therefore she may augment Psionic Charm by choosing to spend 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 only pay 7 points for this augmentation rather than 17.
However, maximum points spent for manifester level must be calculated BEFORE the reduced cost comes in to play. Regardless of which way she chooses to manifest, 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 gets reduced to 17, it must be 17 that gets reduced to 7.
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.
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, 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. The number of power points an Enchantress can spend on powers are still restricted by the Enchantress' manifester level.
Elude Enchantment (Ex): An Enchantress is so accustomed to how charms and compulsions work that she gains a bonus on any saves she makes against any charm or compulsion effects 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 (minimum of 1).
Natural Suggestion (Su): Beginning at 3rd level, 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 by a number of points equal to her Enchantress class level, to a minimum of 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 2 hours per manifester level or until completed. The effects of this power are still restricted by the Enchantress' manifester level, (see Natural Charm).
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 3rd 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.
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.
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 increases by 1 for each target added. No two targets effected by this manifesting can be more than 30 feet from any other effected target.
Enchanted (Su): At 5th level an Enchantress power with charms and compulsions grows. Anytime she manifests Psionic Charm at a reduced power point cost, she can choose to also 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 can only have one person under this effect at a time. If an Enchantress chooses to use Psionic Charm on another creature and tries to make that effect permanent, the previously enchanted creature is immediately freed from the effect regardless of the success or failure of the save for the new creature.
Irresistable Enchantment (Su): The charms and compulsions of an Enchantress are so strong that starting at 6th level, any targets of her charm powers 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.
Natural Dominate (Su): A number of times per day equal to her class level, an Enchantress can manifest Psionic Dominate at a reduced power point cost. The cost of Psionic Dominate is reduced by a number of points equal to her Enchantress class level, to a minimum of 1 power point. In addition, anytime she uses this effect the base cost to cast is reduced to 1 power point before augmentations, casting time is reduced to 1 standard action, the duration is increased to 1 day per manifester level. The effects of this power are still restricted by the Enchantress' manifester level, (see Natural Charm).
For example, if a Psion 7/Enchantress 10 uses this ability it costs 1 point for the power instead of 7 as a base cost, and she may then add 16 points worth of augments for the base cost up to a total of 17 points spent for her 17 manifester level, and then this would be reduced by her Enchantress level down to 7 points spent.
Persistent Enchantment (Su): Beginning at 8th 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 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.
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 it's 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.
Playing a Enchantress
Enchantress' in the World
|—X, Human Enchantress|
Characters with a lore skill or ranks in Knowledge (Psionics) can research Enchantresss to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|30|| Players who achieve this level of success can also learn about important details about specific Enchantresss in your campaign, |
including notable individuals currently working or traveling in a specific area, possible locations of specific Enchantress'.
Enchantress' in the Game
Medium Humanoid (Human)
Male Human Fighter 6/Enchantress 4
Hit Dice: 6d10 (33) + 4d12 (26) + (30 con) = (138 hp max or 89 hp average)
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
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