Is there any way to make a viable enchanter?

Thanks for the input. I'm not seeing any wahoo super-powered ideas, but I kind of figured that.

Still leaves their biggest achilles heal, of course: non-living things. Especially undead...
 

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Cyberzombie said:
Thanks for the input. I'm not seeing any wahoo super-powered ideas, but I kind of figured that.

Still leaves their biggest achilles heal, of course: non-living things. Especially undead...
Much like the rogue in that way. But unlike the rogue, an Enchanter may still know spells outside of their specialty school that will deal with undead quite well; the Transmutation and Necromancy schools have some effective spells that will fill that hole in an Enchanter's repitoire.
 

I agree, Psion [Telepath].

Psionic Endowment, Greater Psionic Endowment, and Overchannel, and you can get a decent saving throw DC bump. (Remember to use Vigor to feed your Overchannelling) If you plan on playing a character who is exclusively an enchanter (something I wouldn't actually suggest, as many of the powers you select will end up being redundant during adventuring, especially combat) there are a slew of interesting mind-affecting powers for Telepaths.
 

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