An Enchantor is one that takes items and enchants them with magic. An enchanter is not a spellcaster by themselves, but rather they are attuned to the world in a way that allows them to take the natural flows of magic and put them in objects, weapons, and amor.
An Enchanter supports the part by giving them more options in combat. They make scrolls and enchant items, most often weapons and armor. Most of their skills are designed to work with this in mind.
Enchanters generally favor Intelligence but often have a high Dexterity for delicate work on the weapons and armor they enchant. Some favor Cunning to get better deals on the materials they need, or to get more money for commissions. Many Enchanters were or possibly still are part o a guild as a Guild Artisan while it is common for Sages to become Enchanters as well.
Starting skills: Artisan and choose two from Speechcraft, Awareness, Chemical, and Crafting
General skills: 2 skill rank per level
Skill boosts: 2 skill boosts per level
Profession skills: 1 skill rank per level
Equipment
You start with the following equipment, in addition to any other starting equipment:
a scholar’s pack
calligrapher’s supplies
Scribe Scroll
To craft a scroll, a character requires three things:
Materials. In most cases, the raw materials for a scroll are just specially prepared parchment and ink. This cost can fluctuate depending on the character’s current circumstances, contacts, or access to materials. If the spell requires any material components you must pay the cost of the material cost and if the spell consumes its Material components, they are consumed only when you complete the scroll.
Tools. You must have calligrapher's tools.
Time. The time required to craft a scroll is measured against its cost in materials. A character makes progress toward crafting a scroll equal to 25 gp for each crafting skill bonus for each day (at least 8 hours of that day) of downtime, completing their work when this amount exceeds the item’s cost in materials.
You must have access to a spellbook or be able to cast the spell to scribe a scroll.
Enchanting
You are able to use your innate knowledge of magic to enchant items such as weapons and armor with powerful Enchants. See Enchanting for the enchants you can place on weapons and armor. You are able to add Apprentice enchants on weapon and armor and you craft these enchants at a rate of 25 gp per day as long as you work for at least 8 hours in that day. At 7th level you can craft Journeyman enchants at a rate of 50 gp per day, Master enchants at 75 gp per day at 10th level, and Legendary enchants at 100 gp per day at 13th level. You can create magic items at your Narrator's discretion. Use half the cost of the magic item when crafting magic items.
Disenchant
At 7th level, you are able to take a magic item, weapon, or armor, and break it down into pure magical essence. Taking 8 hours of work, you disenchant the item, destroying it and creating a magical dust called residuum. This residuum has a value equal to one fourth the cost of the item or the enchant placed on it. When crafting any magic item or enchant, you can use the residuum and add the value to your crafting progression, shortening the time needed to create magic items and enchants.
Enchanting Speed
You can increase the speed that you can create magic items and enchants. A dedicated workshop increases the rate that you create per day by 0.5, crafting on a ley line nexus increase that by 0.25, unique or specific reagents or inks increase this by 0.2, and a enchanting hireling increases this by 0.1. These bonuses can be stacked together to a maximum of doubling the speed that you can enchant or create magical items.