Enchanter
Enchanter is a D&D 3.5 character class from MMM. Hit die d6.
Requirements
Alignment: Any non-lawful. An enchanter must be willing to destroy in order to create. Skills: Craft (alchemy) 6 ranks, Spellcraft 8 ranks. Feats: At least one item creation feat other than Brew Potion or Scribe Scroll. Spellcasting: Ability to cast 1st-level arcane or divine spells. Special: The character must have crafted at least three magic items other than scrolls or potions and then destroyed them through experimentation. The character receives no enchantment points (EP) for this (they are lost in the learning process). The items destroyed must equal or exceed a total of 500 XP in value.
- Type
- Prestige
- Hit Die
- d6
Class Skills
Advancement
| Level | BAB | Fort | Ref | Will | Special |
|---|---|---|---|---|---|
| 1 | +0 | +0 | +0 | +2 | Disenchanting, enchanting, identify enchantment |
| 2 | +1 | +0 | +0 | +3 | +1 level of existing |
| 3 | +1 | +1 | +1 | +4 | +1 level of existing |
| 4 | +2 | +1 | +1 | +5 | +1 level of existing |
| 5 | +2 | +1 | +1 | +6 | +1 level of existing |
| 6 | +3 | +2 | +2 | +7 | +1 level of existing |
| 7 | +3 | +2 | +2 | +8 | +1 level of existing |
| 8 | +4 | +2 | +2 | +9 | +1 level of existing |
| 9 | +4 | +3 | +3 | +10 | +1 level of existing |
| 10 | +5 | +3 | +3 | +11 | +1 level of existing |
The creation of a magic item is a difficult and time-consuming procedure that is mentally and physically draining. The craftsperson must put a little of himself into every magically empowered item he produces, leaving him ever so slightly diminished from his efforts. Some have sought an alternative to this method: the path of the enchanter. Enchanters learn secret ways to seize the arcane or divine power imbued within every magic item, drawing it into themselves as the item is destroyed. They then redirect this raw energy into an existing item through the use of mystical formulas only they can hope to understand. The refocused magic provides the object with new abilities, above and beyond
Weapon and Armor Proficiency: An enchanter gains no additional weapon or armor proficiencies. Spell Slots per Day: Every time the enchanter gains a level beyond 1st, he gains new spells slots per day as if he had also gained a level in the spellcasting class he had before he added the enchanter level. He does not gain any other benefit a character of that class would have gained. If he had more than one spellcasting class before he became an enchanter, he must decide to which class he adds each level of enchanter for the purpose of determining spell slots per day.
Disenchanting (Ex): Through experimentation with arcane energies, the enchanter learns to destroy magic items and seize the raw power within them, drawing that energy into himself for use in performing enchantments. Items destroyed must be of a type other than scrolls or potions - the energies within those items are too random and ephemeral to be of much use in the enchanter's craft. Breaking an item to absorb its power is a process referred to as "disenchanting" the item. The act requires the item's sundering in a controlled manner while the enchanter recites arcane rituals and mentally prepares his body to contain the mystical energy. Even so, he can perform the act fairly quickly, even in remote environments. The enchanter requires a full minute of undisturbed activity, which concludes with the destruction of the item - usually with a blow from a heavy or sharp object. If the item cannot be broken (say, if it is made of adamantine, or is an artifact) it cannot be disenchanted. Many enchanters carry adamantine hammers with them for use on particularly stubborn objects. Disenchanting an item allows the enchanter to recover its experience point value in the form of enchantment points. The enchanter gains a number of enchantment points equal to the number of experience points the item's creator spent to create the item. The enchanter keeps track of his enchantment point total separately from his experience points; and when he performs an enchantment, he draws from his enchantment point total. He can also draw directly from his own body, converting experience points into enchantment points at a rate of 2 XP per 1 EP . He cannot reverse this process, and when creating an enchantment, only half the item's enchantment point cost (or less) can come from experience points converted in this manner. An enchanter can also employ enchantment points in the normal crafting of magic items, but he must employ 2 EP for every 1 XP . He may not convert enchantment PRESTIGE CLASSES: ENCHANTER points into true experience points for the purpose of gaining levels, nor may he convert enchantment points into experience points to cast spells or for other uses. An enchanter's enchantment point pool remains until he uses it, even if he advances in level, is subject to energy drain, or dies and is returned to life.
Enchanting (Ex): Each level, enchanters learn new enchantments. An enchantment defines a means whereby an enchanter can direct stored magical energies into an existing object to give it a new power. Such powers are general in nature, and often quite limited. However, enchantment bonuses are all unnamed: they stack with all other bonuses, and with all existing abilities a magic item possesses. Note, however, that a given item may have only one enchantment at a time. The item need not be magic or have any other special properties, such as being masterwork. Even a lowly walking stick can have a greater clarity enchantment. An enchanter uses research and experimentation to learn new enchantments at the rate shown on Table 1-5: Enchantments Learned by Level. The enchanter is assumed to undertake this research and experimentation during downtimes, and so he gains the benefits automatically as he advances in level. The enchanter can also learn additional enchantments if he engages in the appropriate research. An enchanter can even invent new enchantments. The GM must carefully adjudicate both procedures. Enchantments come in four levels of difficulty: journeyman, expert, artisan and master. As he advances in level, an enchanter learns one or more new enchantments as listed on Table 1-5: Enchantments Learned by Level. Some enchantments also have prerequisites listed in their descriptions. Prior to learning a new enchantment, the enchanter must meet all prerequisites at least one level before he learns it. After all, an enchanter must have time to build his knowledge Table 1-4: The Enchanter (Enc) Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells 1st +0 +0 +0 +2 Disenchanting, enchanting, identify enchantment 2nd +1 +0 +0 +3 +1 level of existing spellcaster class 3rd +1 +1 +1 +4 +1 level of existing spellcaster class 4th +2 +1 +1 +5 +1 level of existing spellcaster class 5th +2 +1 +1 +6 +1 level of existing spellcaster class 6th +3 +2 +2 +7 +1 level of existing spellcaster class 7th +3 +2 +2 +8 +1 level of existing spellcaster class 8th +4 +2 +2 +9 +1 level of existing spellcaster class 9th +4 +3 +3 +10 +1 level of existing spellcaster class 10th +5 +3 +3 +11 +1 level of existing spellcaster class Table 1-5: Enchantments Learned by Level Level Journeyman Expert Artisan Master 1st 2 - - - 2nd 4 1 - - 3rd 6 3 - - 4th 8 5 1 - 5th 10 6 2 - 6th 12 7 3 - 7th 14 8 4 1 8th 16 9 5 2 9th 18 10 6 3 10th 20 12 8 4