Author Topic: Nightmare Spinner Adaptation help  (Read 3930 times)

Offline TeslaWolff

  • Lurker
  • *
  • Posts: 10
  • Sorcerer, trained from Solo's guide to Sorcerers
    • View Profile
Nightmare Spinner Adaptation help
« on: November 16, 2012, 06:41:47 PM »
Originally had this in the D&D 3.5 and Pathfinder discussion thread, figured I should put it here instead.
Any advice is very appreciated :).

Okay so I found this homebrew adaptation on the old boards http://brilliantgameologists.com/boards/index.php?topic=8799.0
and I made a few adjustments to it. I was just wondering if the changes I made seem fair to you guys and if you have any feedback
for me. Thanks 

REVISED
Charming Presence taken from this version of the PrC http://www.giantitp.com/forums/showthread.php?t=189346

Nightmare Spinner adaptation - Dream Spinner

   Same basic chassis as the N.S. just different abilities.

Entry Requirements
   Skills: Bluff 4 ranks, Diplomacy 4 ranks, Sense Motive 4 ranks.
   Spellcasting: Ability to cast 3rd-level arcane spells; ability to cast at least one charm spell and at least one compulsion spell.

Class Features
   Bonus Spells (Ex): If you normally prepare spells, you can prepare and cast one additional enchantment spell per spell level each day. This ability works just like (and stacks with) a specialist wizard's extra school spell.
   If you don't need to prepare spells, you gain one extra spell slot per spell level, which can be used only to cast an enchantment spell.
   Unbending Will (Su): Beginning at 1st level, you gain immunity to all charm and compulsion effects.
   Charming Presence (Su): When you use any charm effect against a creature that is currently being threatened or attacked by you or your allies, your target does not receive the usual +5 bonus on its saving throw against the effect. You also add a competence bonus equal to your class level on Bluff, Diplomacy and Sense Motive checks and on Charisma-based checks.
   Lingering Enchantment (Su): Beginning at 2nd level, when you cast a charm or compulsion spell, you can choose to make it a lingering enchantment as a free action. if a target successfully saves against the affected enchantment spell, the target must make another will save at the beginning of his next turn.
   You can use this ability a number of times per day equal to 3 + your Cha modifier.
   Oppressive Will (Su): Beginning at 3rd level, creatures targeted by a charm or compulsion effect you cause (whether by a spell, class feature, or other effect) take a -4 morale penalty to Will saves.
  Compelling Enchantment (Su): At 5th level, when you cast an enchantment spell, you can choose to make that spell a compelling enchantment as a free action. A compelling enchantment can affect targets who would otherwise be immune to that spell (such as from an immunity to mind-affecting effects, immunity to charms or compulsions, or immunity to a specific spell, such as an elf's immunity to sleep).
   You can use this ability a number of times per day equal to your Cha modifier.
"An archmage often can react poorly to interruption. Please reconsider before it is too late." -Elminster of Shadowdale