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Beautifully combining artistic expression with powerful magic, the Spellbinder dances and sings until she gets what she wants. Chraessa Lurienn, a Foclucan master, inadvertently discovered this powerful new form of magical expression while she was studying enchantment effects in the libraries of Silverymoon. Now she is developing its power to see how far the body can be taken as a focus for enchantment magic. At the moment she is the only know Spellbinder, though she would be happy to share her knowledge with any interested parties in order to further its development.

Hit Dice: d4

To qualify to become a Spellbinder, a character must fulfill all the following criteria.

Knowledge (Arcana): 8 ranks
Perform: (dance, melody, mime)
Feats: Spell Focus (Enchantment), Spell Penetration
Spellcasting: Ability to cast arcane Enchantment spells as a bard or sorcerer.

Class Skills
The Spellbinder's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Perform (Cha), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int). See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill points at each level: 2 + Int modifier

The Spellbinder
Class Level Base Attack Fort. Save Ref. Save Will Save Special
1 +0 +0 +0 +2 Extra Spell (1st), Specialty
2 +1 +0 +0 +3 Enchantment Feats
3 +1 +1 +1 +3 Extra Spell (2nd)
4 +2 +1 +1 +4 Enchanting Dance (1/day)
5 +2 +1 +1 +4 Extra Spell (3rd)
6 +3 +2 +2 +5 Enchanting Voice
7 +3 +2 +2 +5 Extra Spell (4th)
8 +4 +2 +2 +6 Enchanting Gaze
9 +4 +3 +3 +6 Extra Spell (5th)
10 +5 +3 +3 +7 Enchantment Mastery


Level Spells per Day
1 +1 existing caster level
2 +1 existing caster level
3 +1 existing caster level
4 +1 existing caster level
5 +1 existing caster level
6 +1 existing caster level
7 +1 existing caster level
8 +1 existing caster level
9 +1 existing caster level
10 +1 existing caster level

Class Features

Weapon and Armor Proficiency: Spellbinders are skilled with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. Spellbinders are not proficient with any type of armor nor with shields. Armor of any type interferes with a Spellbinder's movements, which can cause her spells to fail (if those spells have somatic components). Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of equipment carried.

Specialty: Due to their fascination with and aptitude for Enchantment spells, spells from all other schools are cast at -1 caster level. Also, at least half of the spells known by a Spellbinder for any given spell level must be Enchantment spells. This is not a prerequisite, so if the Spellbinder does not meet this at the time she takes the Prestige Class, she must select Enchantment spells as she rises in level until she meets this condition.

The Spellbinder is able to select Enchantment spells from any arcane spell list, thereby granting her access to more spells. If a spell exists on more than one list, she can choose to know it from either. For example, she may choose emotion as a 3rd or 4th level spell since it is a 3rd level bard spell and a 4th level sorcerer spell. She may still only cast the spell from a slot no higher than the level at which she knows it, however, unless she uses the Heighten Spell feat or a similar effect.

Extra Spells: Beginning at 1st level, the Spellbinder gains the ability to cast one additional spell per day of up to the level indicated, as long as this spell comes from the Enchantment school.

These spells may be chosen from any arcane spell list as long as it is of the Enchantment type.

These bonus spells may also be prepared beforehand as if she had the Arcane Preparation feat. She gains extra spells at 3rd, 5th, 7th, and 9th level as well.

Greater Spell Focus: At 2nd level, the Spellbinder receives the Greater Spell Focus (Enchantment) feat.

Greater Spell Penetration: At 2nd level, the Spellbinder receives the Greater Spell Penetration (Enchantment) feat.

Enchanting Dance: At 4th level, the Spellbinder can enter an entrancing dance that captivates her audience. This ability works exactly like the 2nd level Bard spell enthrall, except it does not require a Verbal component. Enchanting Dance is a Spell-Like ability.

Enchanting Voice: At 6th level, the Spellbinder can enchant creatures with the mere sound of her voice.

The Spellbinder can cast Enchantment spells without using Somatic components. In addition, by continuing to sing or speak where her victims may hear her, she may extend the duration of the spell to a maximum number of rounds equal to her Constitution score plus 1d4. Each round after this limit the Spellbinder must make a Concentration check (DC 15+spell's level) with a cumulative -2 penalty per round in order to maintain the spell.

The Enchanting Voice only affects creatures that have the ability to hear the Spellbinder, though they need not understand her language unless the spell specifies otherwise. Enchanting Voice is a Supernatural ability.

Enchanting Gaze: At 8th level, the Spellbinder can enchant a creature merely by gazing into its eyes.

The Spellbinder can cast Enchantment spells without using Somatic or Verbal components. She still needs to have the Material components, but need not have them in her hand at the time of casting.

The Target of any spell being cast by Enchanting Gaze is set to "One creature".

The Spellbinder is able to communicate her commands to any creature without speaking, though any language-based restrictions on individual spells still apply. This communication is by sheer force of will and is not considered a telepathic or psionic ability.

The target creature must be able to clearly see the Spellbinder for this ability to function, therefore creatures without visual organs cannot be targeted. Also, if the Spellbinder has more than one-half concealment this ability will not function.

Use of this ability is not without its risks. The strain of focusing so much power without the usual components has the possibility to overwhelm the Spellbinder's mind. Whenever a Spellbinder tries to cast a spell using Enchanting Gaze, she must attempt a Will saving throw (DC 15+spell's level). If she succeeds, the spell goes off normally. If she fails, she is considered Dazed for 1 round per level of the spell she was attempting to cast, and the casting automatically fails.

Enchanting Gaze is a Supernatural ability.

Enchantment Mastery: At 10th level, the Spellbinder automatically knows all Enchantment spells up to the highest level of spells she can cast. Upon gaining a new spell level she sacrifices one Spells Known slot and gains knowledge of all Enchantment spells of that level. In addition, she may now prepare any number of Enchantment spells as if she had the Arcane Preparation feat.


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