Enchanter

While many warriors use raw power to blast their enemies from the battlefield, sometimes tricks and guile are all you really need. The enchanter relies almost exclusively on the latter, specializing in taking the enemy's attention and drawing it away while the enchanter's allies deal the heavier damage.
An enchanter can represent many different types of enemy. Being skill-based, it's very easy to cast the enchanter as a non-magical distraction, someone who is capable of just drawing the attention of those around through pure skill. However, it works just as well for a more magical approach, as the fantasy name associated with this archetype suggests. Rather than just “distracting” or “inspiring”, the enchanter weaves spells to steal away someone's focus or to empower allies.
During a fight, the enchanter is a very surgical archetype, which can be used to neutralize enemies with weak will resistances (who are often the enemies which pose the greatest immediate threat damage-wise), or leave them open with feints and distractions. Enchanters will also be careful to utilize their Inspire ability at the correct time to maximize benefit, and at lower PLs, when their Charisma scores are lower, to inspire the right allies (usually the ones whose resistances badly need bolstering, or who are having a difficult time striking an enemy due to a lower attack skill. Used properly, enchanters can turn the tide in a fight by systematically empowering allies and surgically weakening enemies to achieve victory.
However, enchanters are usually somewhat fragile. They will be harder than normal to hit (thanks to being agile dancers, cunning flim-flam artists, spellcasters with magic defenses, etc.), but they remain vulnerable to direct hits, especially those which target their Fortitude resistance. Enchanters are not made to take blows: they're meant to keep at bay enemies who would otherwise be striking their allies through cunning use of their abilities. Enchanters work best when they are supported by enemies who can absorb the brunt of an attack for them (like brutes, tanks, or even grunts). When an enchanter is free to work its magic, its allies will benefit enormously from the disruption its abilities can wreak on the enemy.
==Enchanter Table==
==Common FX/Gear==
Inflict (PL) (Attack, Defense) (PL x 2 cp)
==Sample Enchanters==
* The colorfully-dressed bard with near-magical songs
* An alluring nymph with otherworldly beauty
* A psychic able to bend the will of enemies
* The monster who secretes mind-altering chemicals into the air
* A lithe and beautiful dancer whose movements are almost hypnotic
Category:Rulebook
Category:GMing
Category:NPC Archetypes