Enchanter

The Enchanter

 * In the new world, the useful of neither magic nor technology can be denied. While many people swear by one or the other, some have learned to fully embrace both in an amalgamation of sorcery and steel. These people, oft called enchanters, can ensorcel tools to create strong and undeniably useful new creations.

Play Style

Weapon Specialty - The enchanter can cast 1 permanent spell on any weapon they have equipped.

Skill Bonus

Alignment

Hit Points

Base Fortitude Save - 0

Base Reflex Save - 0

Base Will Save - 3

Armor Type

Movement

Pros and Cons
Advantages

Disadvantages

Level 1
Learns the spell Hone, which can be cast on any weapon to cause it to deal bonus arcane damage equal to it's minimum damage for 3 turns.

Level 3
Gains 4 stat points

Level 4
Learns the spell Elemental Ward, which creates a ring that may be worn on the finger of the enchanter or a teammate. The ring will decrease any type of incoming elemental damage by 5 for 1d8 turns before crumbling to dust.

Level 5
Gains 2 skill points

Level 6
Gains access to prestige class level 1

Level 8
Gains 4 stat points

Level 9
Gains access to prestige class level 2

Level 12
Gains access to prestige class level 3

Level 13
Gains 2 skill points

Level 15
Gains 4 stat points

Level 18
Gains 2 skill points