Enchantress Optimization Help

Post/Author/DateTimePost
#1

esch1lus

May 04, 2008 18:24:02
With the help of friends I've done this:
Mage (Enchanter) 3 / Master Specialist 4 / Nightmare Spinner 5 / Fatespinner 4 / Mindbender 1 / Archmage 3

Race: Human
Setting: Forgotten Realms
Divinity: Shar (maybe another one)
Alignment: Lawful Evil

Flaws:
Non Combatant
Misled

Feats:
1 Spell Focus (Illusion and Enchantment), Able learner, Noble Born
3 Improved Initiative
4 Ability Focus (Spellcraft)
6 Extend Spell, Improved Spell Focus (Enchantment), Leadership (variant from Unearthed Arcana)
9 Heighten Spells
12 Metamagic School Focus (Enchantment)
15 Spell Penetration (I don't know if the traduction is right, but it is the Metamagic feat after Spell Focus)
18 Greater Spell Penetration

Archmage:
CL +1
Spell-like Ability
Arcane Reach

Any suggestion?
#2

esch1lus

May 05, 2008 5:53:33
Any hint?
#3

esch1lus

May 05, 2008 7:25:12
Pls Help me!
#4

sir_chivalry

May 05, 2008 9:31:39
Okay, I got one. But first, how high do your spell DCs go?
#5

esch1lus

May 05, 2008 13:33:35
Uhm If I remember exactly, I would have 22 on Enchantment plus INT bonus, and 21 to illusion (perhaps much more).
#6

esch1lus

May 05, 2008 13:35:40
I'm using also the second UA Enchanter Variant to add diplomacy, gain information, bluff etc. as class skill.
#7

sir_chivalry

May 05, 2008 17:05:37
Countess Amelia, my enchantress BBEG, has DC 40 plus the level of the spell. Here you go.
Countess Amelia (Succubus form) CR 23
CE unearthly beauty human prodigy sorcerer 9/ thrall of malchanthet 10
Init +2; Senses darkvision, Listen -2, Spot -2
Languages Abyssal, Celestial, Common, Draconic, Giant, telepathy 100ft

AC 45, touch 22, flat-footed 43
hp 69 (9d4, 10d6) healer’s corset 4d8+20 DR 10/ cold iron or good
Immune electricity and poison
Resist acid 10, cold 10, fire 10 SR 18
Fort +10, Ref +12, Will +15 (queen’s kiss)

Speed 30ft (6 squares) 50ft fly speed (average)
Melee +1 keen speed scourge +12/+12/+7 (1d8+2/19-20) or touch +11
Base Atk +9; Grp +10
Atk Options betrayal, sneak attack +3d6
Special Actions draining kiss at will
Combat Gear oil of greater magic weapon+5
Spells Known (CL 16)
8th(8/day)– charm person, mass (DC 48)
7th(10/day)– finger of death (DC 44), hold person, mass (DC 45), pulse of hate (DC 44)
6th(11/day)– overwhelm (DC 44), suggestion, mass (DC 46), symbol of persuasion (DC 44)
5th(12/day)– feeblemind (DC 43), incite riot (DC 43), mind fog (DC 43), nightmare (DC 42)
4th(12/day)– channelled pyroburst (DC 41), crushing despair (DC 42), phantom battle (DC 40), whelm, mass (DC 42)
3rd(12/day)– halt (DC 40), inevitable defeat (DC 41), suggestion (DC 43), vampiric touch (DC 40)
2nd(12/day)– black karma curse (DC 40), spectral hand, stay the hand (DC 41), touch of idiocy (DC 41), whelming blast (DC 41)
1st(13/day)– burning hands (DC 38), chill touch (DC 38), magic missile, shocking grasp (DC 38), whelm (DC 39)
0(6/day)– acid splash (DC 37), arcane mark, daze (DC 38), flare (DC 37), mage hand, message, ray of frost (DC 37), resistance, touch of fatigue (DC 37)
Spell-like abilities 1/day- blade barrier, charm person, dominate person, 1/week- dominate monster

Abilities Str 12, Dex 14, Con 10, Int 24, Wis 6, Cha 65
SQ lesser madness, reflect enchantment, queen’s kiss
Feats Noble Born, Combat Expertise, Weapon Finesse, Spell Focus (enchantment), Thrall to Demon (malchanthet), Persuasive, Improved Feint, Extra Spell
Skills Concentration +22, Bluff +57, Diplomacy +67, Forgery +14, Knowledge (nobility) +12, Intimidate +45, Perform (dance) +32, Perform (the other one) +32, Sense Motive +3, Sleight of Hand +7, Tumble +7, Use Magic Device +38
Possessions combat gear plus +1 keen speed scourge, amulet of natural armour+5, dress of charisma+6, dyrr’s impervious vestment (cloak), healer’s corset (4d8+20), necklace of fireballs type VII, tome of leadership and influence+5 (already read), 1500gp
#8

sir_chivalry

May 05, 2008 17:07:26
It's all core (plus Dragon)
#9

sinfire_titan

May 05, 2008 17:35:33
Two words for you:


BIG BOOBS!




Who needs spells when you can be a Diplomancer with breasts?
#10

esch1lus

May 06, 2008 2:23:39
Yes, really impressive, but I just need to optimize my build (leaving a level, adjusting the advancement, taking a feat, etc.)

The main problem is the 5th level of fatespinner (is it useful?)
#11

esch1lus

May 06, 2008 11:54:55
No help? Just a hint!
#12

sir_chivalry

May 06, 2008 16:36:05
My suggestion is still to go for Thrall of Malcanthet. If you are evil, you can't lose.
#13

esch1lus

May 07, 2008 7:54:03
sorry but for background conditions I can't take that prc. Any help about the fifth level of fatespinner?
#14

zarzak

May 07, 2008 8:18:11
Have you checked my enchanter handbook (in my sig)?
#15

Diffan

May 07, 2008 8:24:22
yes, don't do it. You lose a caster level and the 5th level ability really isn't worth it (a -10 or +10 to a creature's save with HD equal to yours) just doesn't cut it for me. And it's only usuable 1/day.
#16

esch1lus

May 07, 2008 13:53:51
Looking at the Enchanter Book was the first thing I did before starting this thread.

Anyway, I've found an error on my posted build. It is already Fatespinner 4, so don't worry about changing any level.

So it is Mage (Enchanter) 3 / Master Specialist 4 / Nightmare Spinner 5 / Fatespinner 4 / Mindbender 1 / Archmage 3

Any help or feat\prc to take?
#17

phoenix00

May 07, 2008 14:04:32
Are you using the Nightspinner Adaptation where people lose their immunity to mind affecting spells (it is listed under adaptation)?
#18

Krusk

May 07, 2008 14:42:31
I would suggest the following build (keeping in mind i usually do not specialize in enchantment, but often play wizards)

grey elf
Enchanter 3 (UA social varient, i also like focused specialist)/ Master specialist 2 (it sort of seems to suck for this type of wizard, but its is decent filler)/mindbender 1/ Fatespinner 4/master specialist 2/ archmage 5/ x 3

Banned schools- evocation, necromancy, illusion

X can be anything that full advances your spells. As an enchantress you are going to need super high DC, because most of them are save negates.

I would recomend the feats- spell focus, and unsetteling enchantment (PHB 2). Even if the foe saves vs your spell, they get an AC and attack penalty. Which is always nice, unless you are turning them to your side mid fight, and then just dont use it.

i would also get rid of extend spell (yours last long enough i would think) for quicken spell. Being able to quicken a second of the same spell, if they make the first save is pretty handy. Make them make 2 saves in a round.

Also you might get more responses if you
- list what books you have open to you, and would like to use
- list your race
- any house rules people should know about?
#19

esch1lus

May 07, 2008 17:23:14
Are you using the Nightspinner Adaptation where people lose their immunity to mind affecting spells (it is listed under adaptation)?

I'm waiting for my master's choice. I don't think he will let me do it. I think it is umbalancing, since it removes my only limitations, apart the forbidden schools.

I'm using a human with two flaws (misled\non combatant).
We can use every available manual.
The setting is Forgotten Realms.

PS: Why are you removing Nightmare Spinner?
What about feats?
#20

shokatsuryou

May 07, 2008 18:43:08
I am by no means an Enchanter expert. (I am enjoying playing my beguiler though.)

Since you seem to be going with Mindbender, I would strongly consider the Mindsight feat from Lords of Madness, if you can fit it into your build.

I recommend trying to get to wizard 5 and grabbing the Spontaneous Divination ACF from Complete Champion. Don't go crazy trying to fit it in, but it's really useful if you can get it. It lets you drop Enchantment spells for Divination in those situations when Enchantments don't work (undead, constructs, etc.)

Archmage:
CL +1
Spell-like Ability
Shape Mastery

Arcane Reach if often useful for archmages. Being able to toss out an Irresistible Dance at 30 feet would be pretty sweet.

Master specialist 2 (it sort of seems to suck for this type of wizard, but its is decent filler)

I actually like Master Specialist 4 for an Enchanter. Level 3 gives you Greater Spell Focus for free, and level 4 lets you cast your charms in combat with a lot less fuss. It also helps keep your dominated minions around longer.

It's probably not worth taking more than level 4 though.

The setting is Forgotten Realms.

For a non-good enchanter in the Realms, I might consider picking up Shadow Weave Magic feat and a 1 level dip into the Shadow Adept PrC from Player's Guide to Faerun.

Shadow Weave Magic gives you +1 DC and +1 to overcome SR with Enchantment, Illusion, and Necromancy.
Shadow Adept makes your spells harder to detect, harder to dispel, and gives your spells a +4 to overcome SR.

Don't take more than one level of Shadow Adept if you can help it, though.

What about feats?

What level are you starting at? (Or, if the game has already started, what level are you now?) Sometimes this makes a difference in the feat recommendations. For example, if starting at level 1 (when cash is tight), I might recommend Collegiate Wizard from Complete Arcane. But I might not recommend that feat if you were starting at level 12.
#21

killy

May 07, 2008 19:19:28
Have you think of

Beguiler 1 / Wizard 3 / MasterSpecialist 1 / Ultimate Magus 10 / Mindbender 1 / Fatespinner 4

Yes, you will lose 2 caster levels from Wizard and some feats, but heck... you will have a ton of spells... and you only need Intelligence... gray elf FTW.
#22

zarzak

May 08, 2008 0:37:34
Have you think of

Beguiler 1 / Wizard 3 / MasterSpecialist 1 / Ultimate Magus 10 / Mindbender 1 / Fatespinner 4

Yes, you will lose 2 caster levels from Wizard and some feats, but heck... you will have a ton of spells... and you only need Intelligence... gray elf FTW.

For an enchanter thats a bad idea - no big DC boosters.
#23

esch1lus

May 08, 2008 4:49:59
Removing some feats is the main problem.
If I put the feats you've posted, what feats shall I remove?

Can you tell me a new corrected feat progression?
#24

esch1lus

May 08, 2008 14:24:02
Ok now see this:
Mage (Enchanter) 3 / Master Specialist 4 / Nightmare Spinner 5 / Fatespinner 4 / Mindbender 1 / Archmage 3

Race: Human
Setting: Forgotten Realms
Divinity: Shar (maybe another one)
Alignment: Lawful Evil

Flaws:
Non Combatant
Misled

Feats:
1 Spell Focus (Illusion and Enchantment), Able learner, Noble Born
3 Improved Initiative
4 Ability Focus (Spellcraft)
6 Extend Spell, Improved Spell Focus (Enchantment), Leadership (variant from Unearthed Arcana)
9 Heighten Spells
12 Metamagic School Focus (Enchantment)
15 Spell Penetration (I don't know if the traduction is right, but it is the Metamagic feat after Spell Focus)
18 Greater Spell Penetration

Archmage:
CL +1
Spell-like Ability
Arcane Reach

Any suggestions?
#25

Krusk

May 08, 2008 15:54:39
I actually like Master Specialist 4 for an Enchanter. Level 3 gives you Greater Spell Focus for free, and level 4 lets you cast your charms in combat with a lot less fuss. It also helps keep your dominated minions around longer.

It's probably not worth taking more than level 4 though.

yeah, wouldn't be a bad choice. Sub in levels 3 and 4 of master specialist for some of the X in my build.

PS: Why are you removing Nightmare Spinner?
What about feats?

I removed nightmare spinner, for 2 reasons.
1- mechanically it really doesn't benefit your character, who probably won't be relying on fear spells too often. (if you get the DM to approve the variant, then go for it)
2- flavor wise it doesnt fit at all to my idea of what an enchanter does. "i make you do what i say, also im really scary"

As for feats you seem to have the general idea of what to do down. I'm gonna recomend unsetteling enchantment from phb2 again though. (maybe complete mage)
#26

chibishuffle

May 08, 2008 17:29:21
Perhaps make use of the shadow weave ? If your going to worship shar and be an enchanter why not. Granted Shar Pales in comparison to the glory of Bane
#27

esch1lus

May 08, 2008 17:37:34
Ok so, I remove the 5 levels of Nightmare Spinner. And now? What Feats and classes?
PS: Let's speak about DC BONUSES!
#28

zarzak

May 08, 2008 17:55:23
Ok so, I remove the 5 levels of Nightmare Spinner. And now? What Feats and classes?
PS: Let's speak about DC BONUSES!

Any feat that doesn't give DC bonuses, I'd get rid of. Spell Penetration? Gone. Extend Spell? Dead. Imp. Initiative? Deceased. Able Learner? Why? Noble Born - what does that do?
#29

esch1lus

May 08, 2008 18:53:34
Extend Spell is the req for Heighten Spell. Imp. Initiative is vital for starting first. Able Learner because I'm using the Social Proficiency variant from UA. Noble Born +2 to Leadership.
#30

zarzak

May 08, 2008 18:57:36
Extend Spell is the req for Heighten Spell. Imp. Initiative is vital for starting first. Able Learner because I'm using the Social Proficiency variant from UA. Noble Born +2 to Leadership.

Extend Spell --> Heighten Spell is fine; Imp. Initiative is less important than DC boosters, as is able learner and noble born.

Going first won't matter much if your enchantment spells are too easy to save against, and you probably don't need noble born (I hope you are making a nice hexblade type cohort?)
#31

esch1lus

May 09, 2008 6:16:51
No way. Able learner is crucial for roleplaying purposes. And I don't like Hexblade. Maybe I'm taking another mage, who can compensate my limits.
So can you tell me a new Feat\Level Progression?
#32

sir_chivalry

May 09, 2008 14:11:57
Why are you asking for help if all you do to our advice (by which I mean the really good advice given by the others), is rationalize why you can't follow it?
#33

esch1lus

May 09, 2008 16:14:53
Just because my mastah put some limits and we are only 3 character playing, so a social ability master is vital.
Anyway I accepted you advices (I changed at least 4 times my own build, after listening to your suggestions).
So what about a new progression?
#34

esch1lus

May 09, 2008 16:39:35
Ps: Forgive my behaviour; it wasn't my intention.
#35

zarzak

May 09, 2008 21:07:55
Just because my mastah put some limits and we are only 3 character playing, so a social ability master is vital.
Anyway I accepted you advices (I changed at least 4 times my own build, after listening to your suggestions).
So what about a new progression?

Your spells should take care of that. :p

Can you post everything thats changed in a new post?
#36

esch1lus

May 11, 2008 4:51:22
Here you are :P

Mage (Enchanter) 3 / Master Specialist 7 / Fatespinner 4 / Mindbender 1 / Archmage 5

Race: Human
Setting: FR
2 Flaws (Non combatant\Misled)
Variants: Social Proficiency (UA), No Familiar (Bonus Companion as Leadership -2)

Feats:
1 Spell Focus (Enchanting and Illusion), Collegiate Wizard, Able Learner
3 Improved Initiative
4 Ability Focus (Spellcraft) (from the Master Specialist)
6 Greater Spellfocus (Enchanting) (from the MS), Extend Spell
9 Heighten Spell
12 Metamagic School Focus (Enchanting)
15 Spell Penetration
18 Greater Spell Penetration

Powers\Special Qualities
4 Improved Spellbook
7 Minor School Esoterica
8 Improved Spellbook
9 Caster Level Increase +1
10 Medium School Esoterica
11->14 Fatespinner Abilities
15 Telepathy
16->17 CL +2 (Archmage)
18 Spell Like Ability (Time Stop, True Domination or similiar)
19->20 Arcane Reach 18m

#37

esch1lus

May 11, 2008 6:59:21
Is anything alright?
#38

esch1lus

May 11, 2008 12:28:46
No response?
#39

esch1lus

May 11, 2008 13:59:31
No interest in my topic?
#40

Krusk

May 11, 2008 14:08:56
Looks good, I would find a way to drop levels 4-7 of master specialist for something, but if you can't find anything easy to get into they don't hurt.
#41

esch1lus

May 11, 2008 14:48:58
With what prc?
#42

Krusk

May 11, 2008 18:05:02
Maybe try to get into incantrix?

Or hit level 6 of straight wizard for that UA varient that gives the leadership bonus?
#43

zarzak

May 11, 2008 20:25:13
I agree that the last 4 levels of master specialist are deadweight. Maybe 1 level in paragnostic apostle and 3 more in enchanter for the cohort? Also, I still think you need to get rid of imp. initiative, spell penetration, imp. spell penetration, collegiate wizard, and able learner (what rp reason is there for that) for any of the dc boosters in the guide or that have been mentioned in this thread. If you are really worried about spell penetration take arcane mastery instead - its better than spell penetration and is only 1 feat instead of two.

Are there any book restrictions that are keeping you from taking the DC boosting feats/combos?
#44

esch1lus

May 14, 2008 6:44:35
I agree that the last 4 levels of master specialist are deadweight. Maybe 1 level in paragnostic apostle and 3 more in enchanter for the cohort? Also, I still think you need to get rid of imp. initiative, spell penetration, imp. spell penetration, collegiate wizard, and able learner (what rp reason is there for that) for any of the dc boosters in the guide or that have been mentioned in this thread. If you are really worried about spell penetration take arcane mastery instead - its better than spell penetration and is only 1 feat instead of two.

Are there any book restrictions that are keeping you from taking the DC boosting feats/combos?

Able Learner is needed for roleplaying purposes. Everything else is well accepted and I will work on a new build ASAP. What does Paragnostic Apostle?
#45

esch1lus

May 14, 2008 14:55:15
Mage (Enchanter) 6 / Master Specialist 4 / Fatespinner 4 / Mindbender 1 / Archmage 5

Race: Human
Setting: FR
2 Flaws (Non combatant\Misled)
Variants: Social Proficiency (UA), No Familiar (Bonus Companion as Leadership -2)

Feats:
1 Spell Focus (Enchanting and Illusion), Potent Enchantment, Able Learner
3 Improved Initiative
4 Ability Focus (Spellcraft) (from the Master Specialist)
6 Greater Spellfocus (Enchanting) (from the MS), Extend Spell
9 Heighten Spell
12 Metamagic School Focus (Enchanting)
15 Arcane Mastery
18 Diversified Casting \ Quicken Spell

Powers\Special Qualities
4 Improved Spellbook
6 Lesser Cohort
7 Minor School Esoterica
8 Improved Spellbook
9 Caster Level Increase +1
11->14 Fatespinner Abilities
15 Telepathy
16->17 CL +2 (Archmage)
18 Spell Like Ability (Time Stop, True Domination or similiar)
19->20 Arcane Reach 18m

The only problems: Is diversified casting better than quicken spell? And shall I take them at 15 or 18?
#46

esch1lus

May 15, 2008 11:53:32
BUMP!
#47

esch1lus

May 15, 2008 15:27:17
pls answer me
#48

zarzak

May 15, 2008 17:18:02
You're focusing too much on metamagic and not enough on DC boosters, in my opinion.
#49

esch1lus

May 16, 2008 16:04:21
you are right. so what proposal? What to change?
#50

zarzak

May 17, 2008 18:29:05
you are right. so what proposal? What to change?

There are tons of various DC boosters/combos in the handbook. Pick the ones that you can use and sub them in.
#51

esch1lus

May 18, 2008 6:54:28
Roger that.
PS: Remember that many of that DC boosterss need additional feats or a particular aligment\divinity.
#52

zarzak

May 18, 2008 8:36:27
Roger that.
PS: Remember that many of that DC boosterss need additional feats or a particular aligment\divinity.

Tattoo Focus - +1 right there; requires human
Shadow Weave magic - Requires Shar OR 15 WIS - another +1
Fey Heritage --> Fey Power - its OK; costs 2 feats and requires nonlawful - +1
Silverbrow Human (human but w/out the skill points) + snowcasting+ Eschew Materials + draconic aura - great combo - +4 to DC by 18th level.
Incarnum Spellshaping + Extra Essentia + Midnight Metamagic - +4 DC with charming veil (found online).


Now, I see 4 potential feats to be replaced (Imp. Initiative, Extend Spell, Heighten Spell, your 18th level slot). That lets you do the snowcasting combo (unless you reallllly want those skill points for some reason) (+4 DC to ALL spells) ... the incarnum combo + tattoo focus (say) (+5 DC to enchantment w/some restrictions) ... or even just tattoo focus + shadow weave magic + the two fey heritage feats (+3 DC to enchantment and +1 DC to illusion).
#53

esch1lus

May 23, 2008 7:47:56
Fey Heritage --> Fey Power

Unfortunately I'm lawful

Silverbrow Human

I need the extra skill points for boost up my social abilities...

Incarnum

I can't take it for settings\roleplaying reasons.

I'm sorry because I didn't show anything above before posting.
The main problems are all related to alignment\roleplay limitations, so I can't go further.