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charismatic_character_class

Charismatic (Character Class)

The Charismatic hero uses her Charisma to best advantage. Taking a level in this class demonstrates a facility for connecting with others, developing proficiency at influencing their actions, and improving your ability to win their support through debate, compromise, or seduction. Personal magnetism, applied interaction techniques, and a touch of charm combine to define the Charismatic hero. A Charismatic hero might be charming or engaging; she might be strikingly beautiful or possessed of a great personal magnetism. She might be alluring or fascinating. Whether captivating or compelling, she is definitely appealing on a number of different levels.

Persuasive leaders, attractive celebrities and personalities, inspiring politicians, adept negotiators, entertainers, seducers, flirts, fast-talkers, con artists, flamboyant spies, and suave gamblers are all examples of Charismatic heroes.

The CHARISMATIC HERO

Class LevelBase Attack BonusFortitude SaveReflex SaveWill SaveClass FeaturesDefense BonusReputation Bonus
1st+0+1+1+0Talent+0+2
2nd+1+2+2+0Bonus Feat+1+2
3rd+1+2+2+1Talent+1+2
4th+2+2+2+1Bonus Feat+1+3
5th+2+3+3+1Talent+2+3
6th+3+3+3+2Bonus Feat+2+3
7th+3+4+4+2Talent+2+4
8th+4+4+4+2Bonus Feat+3+4
9th+4+4+4+3Talent+3+4
10th+5+5+5+3Bonus Feat+3

ABILITIES

Naturally, Charisma is the primary ability of this class. Charismatic heroes also often find it beneficial to have good scores in either Intelligence or Wisdom, and one of the physical scores.

HIT DIE

Charismatic heroes gain 1d6 vitality points per level, and their Constitution modifiers apply. A 1st-level Charismatic hero receives 6 vitality points + her Constitution modifier.

ACTION POINTS

Charismatic heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.

CLASS SKILLS

The Charismatic hero’ class skills, and the key ability for each, are as follows.

Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha).

Also, the starting occupation you choose for your character may provide additional class skills.

Skill Points at 1st Level: (6 + Int modifier) X 4

Skill Points per Level: 6 + Int modifier

STARTING FEATS

Charismatic characters get the feat that all characters receive at 1st level.

TALENTS

At each odd-numbered class level, the Charismatic hero selects a talent from the following talent trees. Some trees has a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, you can select freely from any and all talent trees. No talent can be selected more than once unless expressly stated.

Charismatic Talent Tree

The Charismatic hero has an innate talent for being charming and captivating.

* Charm: The Charismatic hero gains a bonus on all Charisma-based skill checks made to influence members of her chosen gender (male or female—some Charismatic heroes are charming to members of the opposite sex, others to members of the same sex). The bonus is equal to the character’s Charismatic level. This talent can only be used against targets whose attitude toward the hero is indifferent or better. Unfriendly or hostile characters are immune to the hero’s charms.

* Favor: The Charismatic hero has the ability to acquire minor aid from anyone she meets. By making a favor check, a Charismatic hero can gain important information without taking a lot of time and effort for research. Favors can also be used to acquire a loan of equipment or documents, or to receive other minor assistance in the course of an adventure.

The Charismatic hero spends 1 action point to activate this ability, then rolls the favor check (d20 + Charismatic level) against a DC set by the GM. The Dc for a favor check ranges from 10 for a simple favor to as high as 30 for formidable, dangerous, or illegal favors. The Charismatic hero can’t take 10 or 20 for this check and can’t try again for the same favor on a failed check.

Favors should enhance or advance the plot of an adventure. A favor that would enable a character to avoid an adventure altogether should never be available. Likewise, the GM has the discretion to insure that the use of this talent does not replace good role-playing or the use of other skills. The success or failure of a mission should never hinge on a single favor.

Prerequisite: Charm

Captivate: The Charismatic hero has the ability to temporarily beguile a target through the use of words and bearing. The target must have an Intelligence score of 3 or higher to be susceptible to a captivate attempt, must be within 30 feet of the hero, and must be able to see, hear, and understand the hero.

To captivate a target, the Charismatic hero must use an attack action and make a Charisma check (DC 15), adding her Charismatic level as a bonus. If the check succeeds, the target can attempt to resist by making a Will saving throw (DC = 10+ Charismatic hero’s class level + Charismatic hero’s Charisma bonus). If the save fails, the Charismatic hero becomes the target’s sole focus. The target pays no attention to anyone else for 1 round. This effect ends immediately if the target is attacked or threatened.

A Charismatic hero can concentrate to keep a target captivated for additional rounds. The target gets an additional save each round, and the effect ends when the hero stops concentrating or the target succeeds on a save.

Prerequisites: Charm, Favor

Fast-Talk Talent Tree

The Charismatic hero has an innate talent for bending the truth and dazzling others with a combinations of words, mannerisms, and charm.

* Fast-Talk: The Charismatic hero has a way with words when attempting to con and deceive. With this talent, she applies her Charismatic level to Bluff, Diplomacy, or Gamble checks made while attempting to lie, cheat, or otherwise bend the truth.

* Dazzle: The Charismatic hero has the ability to dazzle a target through sheer force of personality, a winning smile, and fast-talking. The target must be within 30 feet and must be able to see, hear, and understand the hero.

To dazzle a target, the Charismatic hero must use an attack action and make a Charisma check (DC 15), adding her Charismatic level as a bonus. If the check succeeds, the target can attempt to resist by making a Will saving throw (DC = 10+ Charismatic hero’s class level + Charismatic hero’s Charisma bonus). If the save fails, the target receives a –1 penalty on attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to the hero’s Charismatic level.

This talent can be taken multiple times, each time increasing the dazzled penalty by –1.

Prerequisite: Fast-Talk

* Taunt: The Charismatic hero has the ability to temporarily rattle a target through the use of insults and goading. The target must be within 30 feet and must be able to see, hear, and understand the hero.

To taunt a target, the Charismatic hero must use an attack action and make a Charisma check (DC 15), adding her Charismatic level as a bonus. If the check succeeds, the target can attempt to resist by making a Will saving throw (DC = 10+ Charismatic hero’s class level + Charismatic hero’s Charisma bonus). If the save fails, the target becomes dazed for 1 round.

A taunt can be used on an opponent any number of times.

Prerequisites: Fast-Talk, Dazzle.

Leadership Talent Tree

The Charismatic hero has a talent for leadership and inspiration.

* Coordinate: The Charismatic hero has a knack for getting people to work together. When the hero spends a full-round action directing her allies and makes a Charisma check (DC 10), she provides any of her allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the Charismatic hero’s Charisma bonus.

* Inspiration: The Charismatic hero can inspire her allies, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the inspiration to take hold, and the Charismatic hero must make a Charisma check (DC 10). If the check is made, inspired allies gain a +2 morale bonus on saving throws, attack rolls, and damage rolls. The effects last for a number of rounds equal to the Charismatic hero’s Charisma modifier.

The Charismatic hero cannot inspire herself. She can inspire a number of allies equal to one-half her Charismatic level rounded down (minimum 1).

Prerequisite: Coordinate

Greater Inspiration: The Charismatic hero can inspire her allies to even greater height, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the inspiration to take hold, and the Charismatic hero must make a Charisma check (DC 10). If the check is made, inspired allies gain a +1 morale bonus on saving throws, attack rolls, and damage rolls. The effects stack with the effects of the Inspiration talent and last for a number of rounds equal to the Charismatic hero’s Charisma modifier.

The Charismatic hero cannot inspire herself. She can inspire a number of allies equal to one-half her Charismatic level rounded down (minimum 1).

Prerequisite: Coordinate, Inspire

BONUS FEATS

At each even-numbered level, the Charismatic hero gains a bonus feat. This feat must be selected from the following list, and the hero must meet any prerequisites.

Agile Riposte, Creative, Deceptive, Dodge, Frightful Presence, Iron Will, Lightning Reflexes, Low Profile, Point Blank Shot, Renown, Trustworthy, Windfall.

charismatic_character_class.txt · Last modified: 2021/12/04 00:39 (external edit)