Help me brainstorm a 16th level Enchanter.

Actually, I wouldn't reccomend that he focus too much on illusion. Enchantment and Illusion are both schools that essentially fold up under one spell. Mind Blank hoses enchantment, and True Sight sees through just about every illusion. And phantasms are Mind Affecting, so MB beats them too. Both work against Will saves. If anything, he could lose illusions as part of his specialty. Both enchantment and illusion are tools for messing with people; does he really need both?

He definitely needs abjuration.

Necromancy is a pretty good complement to enchantment, even though it can be mostly shut down by deathward. Fatigue or Exhaustion effects (he'd have access to both Waves of X) slow his enemies down. Essentially, he's going to be forcing his enemies to make Will saves alot as an enchanter. The more saves they need to make, the more likely they'll fail one. Therefore, slowing down movement and reducing offensive effectiveness to make the battle longer works in his favor. Enervation reduces others' resistance to his mind magics and weakens their offense. Other attack spells in necromancy work against toughness, so he can nail opposing wizards - not so great vs. Clerics though. And since undead can't be enchanted, necromancy provides some ways to help defeat them. Finally, Necro attack spells are precise, unlike evocations. So he can them easily while charmed minions engage the enemy too.
 

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Nightfall said:
Uhm not sure I understand the need for insight...but okay.

Infernal Sentinels are kind of the ultimate bodyguard as well as enforcer deal.

They generally only take orders from high ranking Chardunite clerics (generally 12th level or higher) or from devils with equal or greater HD. (I believe I wrote it at 10 HD...*checks* Yep 10 HD)

They can cast spells as 10th level clerics with access (prefered) to War, Law, and Strength. They use warscepters as one size larger than it actually is...(normally Warscepters I believe deal 2d8 damage...they do 3d6) Plus they have a paladin's "divine grace" ability along with being able to smite any chaotic and/or good being once per day. This is also with spell-like abilities, summoning devils and being complete bad asses.

(I should know. I wrote them! ;) )

And yes I'm not surprised nor am I disgusted. I just think D&D benefits more with Scarred Lands stuff included! :D
don't take this the wrong way, but most every thing i have found in WWP d20 book (including scarred lands) has a badly determined CR. i hade one gm give me a hook wing for a familiar (cr like 1/4) that could easly take out the entire party.
 

Uhm one,

CC Revised has a MUCH better and more accurate CR rating for hookwing.

Two, Hookwing familiars usually need the spell greater familiar I believe to get said familiar. (I'll check that but I'm reasonable sure I'm right.)

Three as I created the monster AND I've used it a number of times, it's rating of CR 13 isn't that off to me. So three of them shouldn't be too bad for a party on their way up to 15-16th level. At least that's my belief.

Four, Tome of Horrors CRs are da'bomb.
 


VirgilCaine said:
Yum, a charm that spreads like a disease.
Essentially... From Joe's Book of Enchantment:

Charm Contagion
Enchantment (Charm, Compulsion) [Mind-Affecting]
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft. / 2 levels)
Target: One creature
Duration: 1 hour / level (D)
Saving Throw: Will negates
Spell Resistance: Yes

As charm monster, except when the subject greets someone whom he has not seen since the spell took effect, he takes the opportunity to tell that person good things about you. Anyone hearing about you from someone affected by charm contagion must make a saving throw as if the spell were being cast on him in the manner you originally cast it. Once this happens, they can discuss other subjects normally.

The spell duration for each affected person starts at the moment they become charmed. Anyone who makes the saving throw is immune to all charm contagion effects that originated from the same initial casting. If you dismiss the spell, you only dismiss it on subjects you are aware of.

If cast with the Permanent Charm metamagic feat, the compulsion to tell others about you, ends when the normal duration ends. The contagion effect also no longer works should the charmed subject happen to talk about you of their own will. The charm effect remains as described in the feat.
 

Now I need some help with determining how a party could track down Diogenes. I don't want it to just be gather information checks or something. I want there to be lead-up, with lesser challenges standing in the way of them getting information.

Let's see. Diogenes has a grudge against an Orcish mage named Kreven, and the Orc used to work for a society of antimagic mages. Maybe if the party contacted Kreven's people, they could learn where he vanished.

Then when they get there, they find a bunch of people still a little dazzled by Diogenes's latent charm. One cunning henchman of Diogenes (hired, not charmed) is there to watch for people on Big D's trail, and he might confront the party somehow.

I don't want just combat. Some negotiation would be nice. Maybe some investigation, a mystery of some sort, involving the immortality Macguffin. Don't worry. I've made sure the Macguffin can't make the party immortal.

So, what stuff can I put in the party's way?
 

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