d20 Misfit Studios The Core Specialist Wizard - The Enchanter.pdf

(364 KB) Pobierz
The Enchanter - The Core Specialist Wizard
Author: Steven Trustrum
New Skill Uses
Mundane Hypnosis
Illustrators: Shawn Richter,
Steven Trustrum
Mundane Hypnosis
Profession (hypnotist)
Product Identity
The following items are here-
by identifi ed as Product Identity,
as defi ned in the Open Gaming
License version 1.0a, Section 1(e),
and are not Open Content. All trademarks, registered trade-
marks, proper names (characters, deities, artifacts, places,
etc.), artwork and trade dress, with the exception of clip art
used under permission or license.
Profession (hypnotist)
Although largely based in entertainment, hypnosis can
easily serve functions outside the realm of performance
although it is unlikely that most fantasy settings will have
heard of anything remotely resembling “pscyhology” or
“hypnotherapy,” let alone put them into practice. Instead, as
a practical tool, hypnosis is likely to be used in aid of inter-
rogation, to break someone else’s hold on the subject’s mind,
and so on.
Declaration of Open Game Content
All text pertaining to game mechanics and statistics, along
with the class names, are declared Open Game Content. All
items subject to the defi nition of Product Identity (see previ-
ous) are the property of Misfi t Studios™ and cannot be used
without written permission, with the exception of clip art
used under permission or license.
Check: To initiate a hypnotic state, the subject must have
a calm mind—if their mind is agitated or fully aware and/
or unwilling, hypnosis simply will not work without fi rst
artifi cially calming it through drugs, sleep depravation or
the like. Someone not in such a calm state, regardless of how
it is achieved, automatically causes a Profession (hypnotist)
check made to initiate a hypnotic state to fail. If the calm
state exists for the entire stretch of time needed to induce the
hypnotic state, the hypnotist makes a Profession (hypnotist)
check, the result of which acts as the DC for the subject’s
Will save. Failing the save means the subject is in a hypnotic
state while success means no effect is incurred.
Copyright 2005, Misfi t Studios. All rights reserved. Some
artwork is Copyright JUPITERIMAGES 2005. All rights re-
served. Some images © 2003 V Shane. Some artwork from
Fantasy Filler Art copyright Rick Hershey, All rights re-
served. Some artwork copyright Octavirate Entertainment,
used with permission.
Hypnotism does not work on a subject of animal
Intelligence or worse, nor does it work on creatures unaf-
fected by mind-affecting abilities. Subjects add any special
save bonuses against mind-affecting abilities to their Will
saves against hypnotism.
Requires the use of the Dungeons & Dragons Player’s
Handbook, Third Edition, published by Wizards of the
Coast, Inc. This product utilizes updated material from the
v.3.5 revision.
Using a rhythmic object (e.g., a swaying pendulum) as a
focus to aid in the process grants a +1 circumstance bonus to
initiate a hypnotic state. Doing so requires the subject retain
eye contact with this focus at all times. This bonus is not ap-
plied to subsequent checks to illicit a desired result from the
The enchanter specialist wizard has been transformed
into its own 20-level base class. The standard wizard found
in the PHB remains the typical, universal wizard base class.
Specialists and Multi-Classing
Specialists cannot multi-class with other specialist wizard
classes of schools prohibited by any current specialist wiz-
ard classes. Furthermore, if the character later multi-classes
into any other spellcasting classes, be they divine or arcane
in nature, spells from prohibited schools remain beyond the
character’s ability to learn.
1
New Skill Uses
Product Identity
Declaration of Open Game Content
Specialists and Multi-Classing
252191110.003.png 252191110.004.png 252191110.005.png
subject.
(1 round for 0-level spells) and infl icts 1d4 hit point damage
per spell level (1 point for 0-level spells.)
Once a hypnotic state is achieved, additional Profession
(hypnotist) checks are needed with each additional result
you wish to garner from the subject. The possible results
vary:
This may only be used on spells that require memoriza-
tion, such as those of the wizard class.
Suggestion : The subject may be infl uenced in much the
same way as the suggestion spell, although the heightened
state of malleability that hypnotism brings about usually
makes the desired result more likely to occur. Resisting the
suggestion requires a DC (10 + amount the Profession check
succeeded by) Will save.
It is also possible to install a post-hypnotic suggestion that
will occur once the hypnotic state ends, although it may be
resisted in the same fashion as a normal hypnotic sugges-
tion. A post-hypnotic suggestion can be activated at a given
time or under specifi c circumstances (such as with a code
word, specifi c condition or place, etc.), and will normally
end once activated; programming the subject so the post-
hypnotic suggestion will occur for more than one instance
increases the Profession (hypnotist) DC to achieve the de-
sired result. The post-hypnotic suggestion will disappear on
its own if not activated within as many weeks as the hypno-
tist has Profession (hypnotist) ranks.
Acquire Information : Asking the subject to reveal informa-
tion consciously or unconsciously held within his memo-
ry. Examples include the truth of a specifi c matter, a pass
phrase, lock combination or location of a desired item.
Delusion : Hypnosis for the sake of entertainment involves
inducing hallucinations and/or delusions, such as making
the subject believe they are a chicken or existing within a
false situation.
A minor delusion requires very little in the way of con-
vincing the subject. The delusion likely has a great deal of
basis in reality, but merely alters how the subject perceives
and interacts with that false existence the hypnotist creates
for him. Making the subject believe he is talking with some-
one he knows, regardless of that false person’s behavior,
would be an example of a minor delusion.
A major delusion involves grand changes to the subject’s
perception of their common reality. Making a peasant be-
lieve he was talking with a great and powerful dragon (a
creature he’s highly unlikely to encounter in his life) or that
he is breathing underwater while visiting a merman king
would both be examples of major delusions.
Suppress Session : A subject normally remembers every-
thing that happened during a hypnotic state once brought
back to full awareness. The hypnotist may, however, choose
to suppress part or all of the session. The longer and more
diffi cult the subject’s hypnotic state, however, and the more
memories from the session that are to be suppressed the
more diffi cult it will be for the hypnotist to succeed.
The affect of a delusion depends on any number of cir-
cumstances and should be left to the GM to determine. The
hypnotist can spend a standard action to end the delusion
whenever he wants, otherwise it can last as long as the sub-
ject remains hypnotized.
Instill Bonus : Hypnotism can be used to instill a confi -
dence and clarity of mind that temporarily enhances one’s
capacity to perform. The hypnotist can choose to provide
either a temporary +2 circumstance bonus to the subject’s
Will save or a +2 circumstance bonus to a skill of the hyp-
notist’s choosing (the subject must have at least one rank in
the skill.) This bonus does not come into affect until after the
subject is released from the hypnotic state and lasts 1 round
following release, plus one additional round per point the
skill check to induce the result succeeds by.
Uncover Suppressed Memory : A memory that has been lost
or suppressed may be recovered by probing the mind for a
way through or around whatever is preventing recall. When
the block is artifi cially caused by spell, psionic or other abil-
ity it is typically more diffi cult to release the memory. If a
memory is large or complex, the GM may wish to break it
down into components, each of which requires a separate
successful check with failure leaving holes in the memory.
Undo Mind-Affecting Ability : Be the effect caused by a spell,
psionic power or something else entirely, hypnosis can be
used to remove a mind-affecting effect currently working
upon the subject. For instance, a hypnotist may attempt to
remove the effects of a charm person spell currently affecting
the hypnotized subject.
Separate checks may be made to instill both the skill (or
multiple skills) and save bonus into the subject to be in effect
simultaneously.
A cumulative +1 bonus is applied to all Profession (hyp-
notist) check for every previous instance of the subject hav-
ing been hypnotized in the past week because their will is
more receptive and malleable.
A hypnotized subject can be brought back to a normal
state of awareness by the hypnotist at any time as a stan-
dard action. Any condition that requires a spellcaster make
a Concentration check also requires the subject make a Will
save against that same DC or else he will be brought out
of the hypnotic state. The subject may also attempt to bring
himself out of the hypnotic state by making another Will
save against the initial Profession (hypnotist) result from the
check that put him into the state to begin with. However, be-
Return Spent Spell : Although a spell’s magic is erased
from memory once cast, even the power contained within
the lowest level magic is too great to touch a mind without
leaving some manner of impression. Through hypnotism, it
is possible to seek out these “footprints” and revive them
into active memory, thus allowing the spellcaster to regain
use of that spell for the day as though it had not been cast.
Failure is not without its risks, however. If the check fails,
the subject must make a DC (10 + amount the check failed
by + spell’s level) Will saving throw. Failure causes arcane
feedback that dazes the subject for 1d4 rounds per spell level
2
cause his hypnotized mind is more easily manipulated, this
saving throw suffers a –4 penalty. The subject is also entirely
aware of what’s going on while hypnotized and will remem-
ber everything unless directed otherwise with the suppress
session result.
The instill bonus result takes (1d10 x subject’s existing
ranks in skill) rounds to bring about in the case of the skill
bonus or (1d4 x subject’s base Will save bonus) rounds for
the save bonus.
The return spent spell result takes 1d2 rounds per level of
the spell (1 round for 0-level spells.)
Hypnotists can try to eek out a living, as with any other
Profession skill, in serious endeavors or he may use it in per-
formances. In the latter case, income is determined as per
the Perform skill rather than Profession.
The suggestion result takes one full-round if it is to occur
while the subject is in the hypnotic state. A post-hypnotic sug-
gestion requires 1d8+2 minutes to prepare.
The suppress session result takes one standard action per
result/memory to be suppressed.
Table 1: Hypnosis Result DCs
Desired Result
DC
Acquire information
d20 + subject’s Will save
modifi er
The uncover suppressed memory session takes 1d4 minutes
per memory.
Instill bonus
25
The undo mind-affecting ability result takes 1 round + 1 ad-
ditional round per point of the mind-affecting ability’s save
DC above 15.
Major delusion
5 + subject’s Will save mod-
ifi er
Minor delusion
Subject’s Will save modi-
fi er
Try Again: Any attempt to induce a hypnotic state upon
a subject may be retried, although a cumulative −2 penalty is
suffered per every failed attempt in the past 24 hours, wheth-
er that failure was by the current hypnotist or someone else.
Retrying a failed attempt to bring about a desired result on
a hypnotized subject may also be retried, with a cumulative
+2 increase to the DC per previous failure at that result dur-
ing the current session. Attempts to use the skill to earn an
income (typically as a performer) may not be retried.
Special: If you have the Mesmerist feat, you may per-
form hypnotism-related tasks in a reduced amount of time.
Recover spent spell
15 + triple spell’s level
Suggestion
5 + subject’s Will save mod-
ifi er
Suggestion, post-hypnotic
15 + subject’s Will save
modifi er + 2 per instance it
will occur beyond the fi rst
instance
15 + 1 per every hypnotic
result a empted (success-
ful or not) during the ses-
sion + 1 per every result to
be suppressed
Suppress session
Special Weakness: Having recently undergone hypnosis
weakens the subject’s mind to external infl uence. A subject
that has undergone hypnosis within the past 24 hours suf-
fers a −4 penalty to Will saves against mind-affecting effects.
This penalty is reduced to −2 if hypnosis has occurred in the
past three days.
Uncover suppressed memo-
ry
15 (or 5 + ability save DC
if suppressed by a spell or
similar eff ect)
Undo mind-aff ecting ability
5 + mind-aff ecting ability’s
original save DC
New Feats
Along with the new feats to be found in this section, also
introduced is an entirely new category of feats. Specialist
feats are only available to specialist wizards, and most only
to a specifi c type of specialist.
Subject’s Inclination
Towards Result
DC Modifi er
Favorable
−1 to −4 (1d4)
Reluctant
+1 or +2 (1d2)
Unwilling
+3 to +6 (1d4+2)
Charmer (Specialist)
You may use your natural charm to determine the
strength of your enchantments.
Prerequisites: 5 levels of enchanter, Sense Motive 8
ranks
Action: The time needed to hypnotize someone is 1d8+2
rounds for subjects with a total Will save bonus of +5 or less
against mind-affecting abilities, 1d2 minutes for a save bo-
nus of +6 to +12, 1d4+2 minutes for a save bonus of +13 to
+25, and an additional 1d4 minutes per range of +10 beyond
+25.
Benefi ts: While casting a mind-affecting spell, you can
double the normal casting time in order to use a Charisma
check plus the spell’s level to set the spell’s saving throw
DC. You gain a +1 bonus to this check for every 5 ranks of
Sense Motive you possess, and you must maintain eye con-
tact with your subject at all times. So, if a character has 16
Charisma (+3 bonus) and 12 ranks of Sense Motive (+2 bo-
nus), a d20 roll of 12 would result in a save DC of 20 for a
The acquire information result takes as long as is needed to
both ask and answer the question―typically one full-round
combined.
The delusion result typically takes a full-round to build,
although some minor versions are only a standard action
while more complex delusions will take longer.
3
Table 1: Hypnosis Result DCs
New Feats
Charmer (Specialist)
252191110.006.png
Table 2: New Feats
Feat Prerequisites
Charmer * 5 levels of enchanter, Sense Motive 8 ranks
Forbidden Lore * 1 level of any specialist wizard class, Int 12
Master of Minds Skill Focus (Profession [hypnotism]), Profession
(hypnotism) 4 ranks
Mental Wall (Type) Iron Will
Mesmerist (General)
You are an effective hypnotist.
Prerequisites: Profession (hypnotist) 4
ranks, Sense Motive 4 ranks
Benefi ts: Inducing a hypnotic state and at-
tempting a hypnosis result requires half the
usual amount of time, to a minimum of one
standard action.
Mesmerist
Profession (hypnotist) 4 ranks, Sense Motive 4
ranks
Specialist Familiar (Specialist)
Your familiar is altered into a creature more
suited to your specialty.
4 levels of any single specialist wizard class,
Charisma 14+
Specialist Familiar *
Strengthen Charm
1 level of enchanter, Negotiator
Ties that Bind
4 levels of enchanter, Iron Will
Prerequisites: 4 levels of any single special-
ist wizard class, Charisma 14+
Unfl appable
Iron Will, Concentration 8 ranks, Wis 14
* This is a Specialist feat
Benefi ts: Your familiar gains the follow-
ing abilities, as befi tting your specialty wizard
class:
Enchanter : Cast charm person 1/day, using its HD plus
its master’s Cha modifi er as its caster level.
level 3 mind-affecting spell. Should the roll result in a DC
lower than it would be if the spell had been cast normally,
the rolled DC stands.
Forbidden Lore (Specialist)
You know a spell that you, as a specialist, should not.
Strengthen Charm (Specialist)
Your smooth talking may increase a charmed person’s
willingness to do what you want.
Prerequisites: 1 level of any specialist wizard class, Int
12+
Prerequisites: 1 level of enchanter, Negotiator
Benefi ts: You can learn one spell of your prohibited mag-
ic school, to a maximum spell level equal to your Intelligence
bonus.
Benefi ts: As a full-round action, you may make a
Diplomacy check as a standard action in order to increase
a charmed subject’s willingness to do something they
wouldn’t normally do. Use the Diplomacy check’s result
as the DC for the subject’s Will saving throw. If the saving
throw succeeds, you gain no additional benefi t but if it fails
you gain a +1 bonus to your Charisma check to infl uence
the charmed subject’s actions. Increase this bonus by an ad-
ditional +1 for every 2 points the subject’s save against your
Diplomacy check failed by.
Master of Minds (Type) (General)
You excel at a particular aspect of hypnotism.
Prerequisites: Skill Focus (Profession [hypnotism]),
Profession (hypnotism) 4 ranks
Benefi t: Choose a particular type of result from the
Profession (hypnotism) skill, such as major delusion or in-
still bonus. When trying to bring about that result, you gain
a +4 competence bonus to your Profession (hypnotism)
check. You may also take this feat and apply it to initiating
the hypnotic state.
Ties that Bind (Specialist)
You are better able to infl uence people you’ve previously
charmed .
Special: You may take this feat more than once, each
time applying it to an additional result. Doing so increases
the required amount of Profession (hypnotism) ranks by 2
per additional result beyond the fi rst.
Prerequisites: 4 levels of enchanter, Iron Will
Benefi ts: If you have succeeded at casting a Charm upon
the subject within as many days as your Charisma score, all
successive Charms against that same subject increase their
saving throw DC by +2.
Mental Wall (Type) (General)
You are better able to resist mind-affecting effects.
Unflappable (General)
You are not easily infl uenced or moved to emotion.
Prerequisites: Iron Will
Benefi ts: You gain a +4 competence bonus against either
Charm or Compulsion effects, as selected when this feat is
fi rst chosen
Special: This feat may be selected more than once, allow-
ing you to select the option (Charm or Compulsion) that was
not selected the fi rst time.
Prerequisites: Iron Will, Concentration 8 ranks, Wis 14
Benefi ts: You gain a +4 competence bonus to any roll op-
posing a Charisma check or Charisma-based skill, such as
Diplomacy or Intimidate.
4
Table 2: New Feats
Mesmerist (General)
Specialist Familiar (Specialist)
Forbidden Lore (Specialist)
Strengthen Charm (Specialist)
Master of Minds (Type) (General)
Ties that Bind (Specialist)
Mental Wall (Type) (General)
Unflappable (General)
252191110.001.png
The Enchanter Core Class
Life becomes a quirky thing if one masters magics in-
tended to twist, bend and break the will of others. It should
go without saying that enchanters are accustomed to getting
their way and do not always hold the wishes of others in
the highest regard, especially when in contention with the
enchanter’s own designs and desires.
on his feet to use his spells’ effects in a creative manner that
gains a benefi t beyond the direct results of the spell itself. An
enchanter who lacks this creative wit will extremely limit his
usefulness.
Alignment
Most enchanters tend towards law over chaos due to
their love of ordered, controlled thought, but neutrality
stands above evil over good because it can rarely be said
that twisting someone’s mind to one’s command is a mat-
ter of upstanding behavior although it need not necessarily
stretch into the realms of foul darkness.
Religion
Adventures
Enchanters must often prepare their spells with a general
idea of what they will be facing because so many of their
spells affect creatures of specifi ed types and/or HD thresh-
olds. They are especially effective against weak-willed op-
ponents, but rely upon others to protect them against those
with imposing minds or against constructs and most of the
undead. An enchanter is only as good as the weak wills of
those who oppose them, making him a willing team player
in preparation for those instances when his mind is not the
strongest upon the fi eld.
One’s faith is not often an issue for an enchanter, except
in the case of gods that favor free will, choice and fate. In
such instances, an enchanter’s tampering with the will of
others directly contrasts with such religions and are unlikely
to be selected.
Background
Characteristics
An enchanter need not only know the strengths and
weaknesses of their spells, but also those of his spells’ sub-
jects. A certain degree of cunning is also required to make
the most use of however the enchanter chooses to twist his
subject’s thoughts and behavior. Merely succeeding at the
casting is not enough―the enchanter must be able to think
Enchanters tend not to get along with each other because
they know how susceptible the mind is to tampering. As
such, they become paranoid around others of their ilk, full
knowing that their peers are equally aware of this suscepti-
bility. Even other wizards and specialists are avoided more
so than most other people because even such dabblers in en-
chantment are capable of infl icting their will upon others,
even if only to a far more limited degree.
Table 3: The Enchanter
Base
Attack
Bonus
——–——————— Spells per Day —–———————
Level
Fort
Save
Ref
Save
Will
Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+0
+2
Summon familiar,
strength of character
3 1 ————————
2nd
+1
+0
+0
+3
Force of will +1
4
2
3rd
+1
+1
+1
+3
Bonus spell
4
2
1
4th
+2
+1
+1
+4
Charming +1
4
3
2
5th
+2
+1
+1
+4
Bonus feat
4
3
2
1
6th
+3
+2
+2
+5
Force of will +2
4
3
3
2
7th
+3
+2
+2
+5
Bonus spell
4
4
3
2
1
8th
+4
+2
+2
+6
Charming +2
4
4
3
3
2
9th
+4
+3
+3
+6
Bonus spell
4
4
4
3
2
1
10th +5
+3
+3
+7
Bonus feat
4
4
4
3
3
2
11th +5
+3
+3
+7
4
4
4
4
3
2
1
12th +6/+1
+4
+4
+8
Charming +3
4
4
4
4
3
3
2
13th +6/+1
+4
+4
+8
Force of will +3
4
4
4
4
4
3
2
1
14th +7/+2
+4
+4
+9
Bonus spell
4
4
4
4
4
3
3
2
15th +7/+2
+5
+5
+9
4
4
4
4
4
4
3
2
1
16th +8/+3
+5
+5
+10
Charming +4
4
4
4
4
4
4
3
3
2
17th +8/+3
+5
+5
+10
Bonus feat
4
4
4
4
4
4
4
3
2
1
18th +9/+4
+6
+6
+11
Force of will +4
4
4
4
4
4
4
4
3
3
2
19th +9/+4
+6
+6
+11
Bonus spell
4
4
4
4
4
4
4
4
3
3
20th +10/+5
+6
+6
+12
Charming +5
4
4
4
4
4
4
4
4
4
4
5
The Enchanter Core Class
252191110.002.png
Zgłoś jeśli naruszono regulamin