Charismatic
The Charismatic hero uses his Charisma score to best advantage.
A Charismatic hero might be charming or engaging; he might be strikingly handsome or possessed of a great
personal magnetism. He might be alluring or fascinating.
MODE
Whether captivating or compelling, he is definitely appealing on a number of different levels.
Game Rule Information
Charismatic heroes have the following game statistics.
Ability
Charisma is the ability associated with this class. Charismatic heroes usually have a high score in at least one of the
physical abilities.
Hit Die
Charismatic heroes gain 1d6 hit points per level. The character's Constitution modifier applies. A 1st-level Charismatic
hero receives hit points equal to 6 + his or 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's class skills, and the key ability for each skill, are as follows.
Bluff (Cha),
Craft (visual art. writing) (Int)
Diplomacy (Cha)
Disguise (Cha)
Gather Information (Cha)
Handle Animal (Cha)
Intimidate (Cha)
Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, popular
culture, streetwise, theology and philosophy) (Int), Perform (act, dance, keyboards, percussion instruments, sing, standup, stringed instruments, wind instruments) (Cha), Profession (Wis), Read/Write Language (none), and Speak
Language (none).
Also, the starting occupation you select can provide you with additional class skills to choose from.
Skill Points at 1st Level: (7 + Int modifier) x 4.
Skill Points at Each Additional Level: 7 + Int modifier.
Starting Feats
In addition to the two feats all characters get at 1st level
(see Table 1-2), a Charismatic hero begins play with the
Simple Weapons Proficiency feat.
Class Features
All of the following are class features of the Charismatic hero.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Charismatic hero
selects a talent from the following talent trees. Some trees have 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 indicated.
Beginning Talents: A 1st-level Charismatic hero can
choose from charm, fast-talk, and coordinate.
Charm Talent Tree
The Charismatic hero has an innate talent for being charming and captivating.
Charm: The Charismatic hero gets a bonus on all
Charisma-based skill checks made to influence members
of his chosen gender. (Some characters are charming to
members of the opposite gender, others to members of the
same gender.)
The bonus is equal to the character's Charismatic level.
A Charismatic hero can only charm Gamemaster characters
with attitudes of indifferent or better. The charm bonus can't
be used against characters who are unfriendly or hostile.
Favor: The Charismatic hero has the ability to acquire
minor aid from anyone he meets. By making a favor check, a
Charismatic hero can gain important information without
going through the time and trouble of doing a lot of
research. Favors can also be used to acquire the loan of
equipment or documents, or to receive other minor assistance in the course of an adventure.
A Charismatic hero spends 1 action point to activate this
talent. To make a favor check, roll a d20 and add the character's favor bonus, equal to the character's Charismatic
level. The GM sets the DC based on the scope of the favor
being requested. The DC ranges from 10 for a simple favor to
as high as 30 for formidable and highly dangerous, expensive, or illegal favors. A Charismatic hero can't take 10 or 20
on this check, nor can he retry the check for the same (or
virtually the same) favor. (See Chapter Two for information
on taking 10 and taking 20.)
Favors should help advance the plot of an adventure. A
favor that would enable a character to avoid an adventure
altogether should always be unavailable to the character,
regardless of the result of a favor check.
The GM should carefully monitor a Charismatic hero's use
of favors to ensure that this ability isn't abused. The success
or failure of a mission shouldn't hinge on the use of a favor,
and getting a favor shouldn't replace good roleplaying or
the use of other skills. The GM may disallow any favor
deemed to be disruptive to the game.
Prerequisite: Charm.
Captivate: The Charismatic hero has the ability to temporarily beguile a target (a GM character) 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 hero must use an attack action
and make a Charisma check (DC 15), adding his Charismatic
level as a bonus. If the Charisma check succeeds, the target
can try to resist.
The target resists the captivation attempt by making a
Will saving throw (DC 10 + Charismatic hero's class level +
Charismatic hero's Cha bonus). If the saving throw fails, the
hero becomes the target's sole focus. The target pays no
attention to anyone else for l round. This focusing of the
target's attention allows other characters to take actions of
which the captivated target is unaware. The effect ends
immediately if the target is attacked or threatened.
A Charismatic hero can concentrate to keep a target captivated for additional rounds. The Charismatic hero concentrates all his effort on the task, and the target gets to
make a new Will save each round. The effect ends when
the hero stops concentrating, or when the target succeeds
on the save.
Prerequisites: Charm, favor.
Fast Talk Talent Tree
The Charismatic hero has an innate talent for bending the
truth and dazzling others with a combination of words,
mannerisms, and charm.
Fast-Talk: The Charismatic hero has a way with words
when attempting to con and deceive. With this talent, he
applies his Charismatic level as a bonus on any Bluff, Diplomacy, or Gamble checks he makes while attempting to lie,
cheat, or otherwise bend the truth.
Dazzle: The Charismatic hero has the ability to dazzle a
target (a GM character) through sheer force of personality,
a winning smile, and fast-talking. The target must have an
Intelligence score of 3 or higher to be susceptible to a
dazzle attempt, must be within 30 feet of the hero, and
must be able to see, hear, and understand the hero.
To dazzle a target, the hero must use an attack action and
make a Charisma check (DC 15), adding his Charismatic level
as a bonus. If the Charisma check succeeds, the target can
try to resist.
The target resists the dazzle attempt by making a Will
saving throw (DC 10 + Charismatic hero's class level+ Charismatic hero's Cha 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 character's Charismatic level.
This talent can be selected multiple times, each time
worsening the dazzled penalty by -1.
Prerequisite: Fast-talk.
Taunt: The Charismatic hero has the ability to temporarily rattle a target (a GM character) through the use of insults
and goading. The target must have an Intelligence score of 3
or higher to be susceptible to a taunt, must be within 30
feet of the hero, and must be able to hear and understand
the hero.
M
To taunt a target, the hero must use an attack action and
make a Charisma check (DC 15), adding his Charismatic level
as a bonus. If the Charisma check succeeds, the target can
try to resist.
The target resists the taunt by making a Will saving throw
(DC 10 + Charismatic hero's class level + Charismatic hero's
Cha bonus). If the save fails, the target becomes dazed
(unable to act, but can defend normally) for l round.
A taunt can be played 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 can spend a full
round directing his allies and makes a Charisma check (DC 10), he provides any of his allies within 30 feet a +l bonus on
their attack rolls and skill checks. The bonus lasts for a
number of rounds equal to the hero's Charisma modifier.
The hero can coordinate a number of allies equal to onehalf his Charismatic level, rounded down (to a minimum of
one ally).
Inspiration: The Charismatic hero can inspire his
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 hero must make a Charisma check (DC 10).
The effect lasts for a number of rounds equal to the
hero's Charisma modifier.
An inspired ally gains a +2 morale bonus on saving
throws, attack rolls, and damage rolls.
A Charismatic hero can't inspire himself. He can inspire a
number of allies equal to one-half his Charismatic level,
rounded down (to a minimum of one ally).
Prerequisite: Coordinate.
Greater Inspiration: The Charismatic hero can inspire his
allies to even greater heights, bolstering them and improvR
ing their chances of success. An ally must listen to and ----
observe the Charismatic hero for a full round for the greater
inspiration to take hold, and the hero must make a Charisma
check (DC 10). The effect lasts for a number of rounds equal
to the hero's Charisma modifier.
An inspired ally gains an additional +l morale bonus on
saving throws, attack rolls, and damage rolls, which stacks with
the bonus from inspiration for a total of a +3 morale bonus.
A Charismatic hero can't inspire himself. He can inspire a
number of allies equal to one-half his Charismatic level,
rounded down (to a minimum of one ally).
Prerequisites: Coordinate, inspiration.
Bonus Peats
At 2nd, 4th, 6th, 8th, and 10th level, the Charismatic hero
gains a bonus feat. This feat must be selected from the
following list, and the Charismatic hero must meet any
prerequisites.
Agile Riposte, Creative, Deceptive, Dodge, Frightful Presence, Iron Will, Lightning Reflexes, Low Profile, Point Blank
Shot, Renown, Trustworthy, Windfall.
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