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charismatic_plus_feat

Content-Type: text/x-zim-wiki Wiki-Format: zim 0.4 Creation-Date: 2013-07-26T03:32:46-04:00

Charismatic Plus (Feat)

Created Friday 26 July 2013 d20f

Advances in science coupled with your drive to excel enable you to progress faster toward becoming a truly charismatic hero. Benefit: You gain two talents from the Charismatic hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from the same tree, and you must meet all of the normal prerequisites of a talent to select it. Favor, Captivate, Dazzle, Taunt, Inspiration, Greater Inspiration. Special: You may take this feat multiple times, each time you take this feat, you must select a different pair of talents.

TALENTS

At each odd-numbered class level, the Charis-matic 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. Favor: The Charismatic hero has the ability to acquire minor aid from anyone she meets. By making a favor check, a Charis-matic hero can gain important information without taking a lot of time and effort for re-search. Favors can also be used to acquire a loan of equipment or documents, or to re-ceive other minor assistance in the course of an adventure. The Charismatic hero spends 1 action point to activate this ability, then rolls the fa-vor 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 fa-vors. 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 ena-ble a character to avoid an adventure alto-gether should never be available. Likewise, the GM has the discretion to insure that the use of this talent does not replace good roleplaying or the use of other skills. The suc-cess 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 at-tempt, must be within 30 feet of the hero, and must be able to see, hear, and under-stand the hero. To captivate a target, the Charismatic hero must use an attack action and make a Charisma check (DC 15), adding her Charis-matic 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 Charis-ma bonus). If the save fails, the Charismatic hero becomes the target’s sole focus. The tar-get pays no attention to anyone else for 1 round. This effect ends immediately if the tar-get 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 suc-ceeds 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. 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 he-ro must use an attack action and make a Cha-risma 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 bo-nus). 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 Charis-ma 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 bo-nus). 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. Inspiration: The Charismatic hero can inspire her allies, bolstering them and improv-ing their chances of success. An ally must lis-ten 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 round-ed 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 Char-ismatic 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 round-ed down (minimum 1). Prerequisite: Coordinate, Inspire

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