Mindbender tips

Yeah, I know - but I want to have the enchanter's minions be better because they are a)...you know...enchanted! or b) because they are not normally minions but are forced to be by the enchanter.

Those may sound the same but I guess a benefit of a prestige class is what I'm talking about regarding point a.
Take a look at the duration of dominate person and I think you'll agree no such PrC is necessary for the specialist Enchanter with a high save DC.

Figure out how many dudes he can keep constantly dominated, factoring in how many spell-slots he wants to keep available to handle surprises (like adventurers). IMHO it should be roughly 2x his level -- costing him two or three spell-slots per day as he makes his rounds, renewing the domination effect on his special friends.

Cheers, -- N
 

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Thanks for the responses.

What would you say are the best spell combos and magic items for an enchanter? (I'm always looking for things I haven't thought of yet!)
 

Thanks for the responses.

What would you say are the best spell combos and magic items for an enchanter? (I'm always looking for things I haven't thought of yet!)
What flavor do you want, and how do you want the party to encounter him? There's any number of ways this could go.

Standard Wizard gear (Int boosters, Con boosters, Dex boosters, save boosters, metamagic rods) is a safe bet.
 

What flavor do you want, and how do you want the party to encounter him? There's any number of ways this could go.

Standard Wizard gear (Int boosters, Con boosters, Dex boosters, save boosters, metamagic rods) is a safe bet.

I had a wizard in mind with almost no firepower - just others to do his dirty work. His stats will be physically poor and with a high intel (typical wizard stats) When it comes to a fight, he flees if physically threatened at all. He would strive to not even be seen unless the good guys were completely restrained or enchanted.

I guess what I'm saying is - He needs to be mobile, have some good defense, and potent enchantment capabilities.
 

For mobility stick with your theme: have your NPC go charm some creature that enhances his movement speed/modes. Give him the mounted combat/spellcaster feat, or skill focus concentration.

For defense, again, I'd stick with the theme - charm (or just downright pay) for some brawn and steel. If you obtain the right kind of bodyguards, they can have abilities that let them take the place of an attack (S&F 3.0 splat book PrC) or be the target of a spell for you (Rokugan phoenix clan ability - forget which book). You could also have him try charming some sort of symbiant for personal defense. Enchanters also synergize well with illusions in that both can use deception and misdirection.

Potent enchantment capabilities = high save DCs, high spell penetration, and high caster level. You also might consider certain metamagic feats to increase the range, duration, or targets of your spells.
 

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