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:
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, stand-up, stringed instruments, wind instruments) (Cha),
Profession (Wis),
Read/Write Language (none), and
Speak Language (none).
Skill Points at 1st Level: (7 + Int modifier) x4.
Skill Points at Each Additional Level: 7 + Int modifier.
Table: The Charismatic Hero
|
Class Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Class Features
|
Defense Bonus
|
Reputation Bonus
|
1st |
+0
|
+1
|
+1
|
+0
|
Talent
|
+0
|
+2
|
2nd |
+1
|
+2
|
+2
|
+0
|
Bonus feat
|
+1
|
+2
|
3rd |
+1
|
+2
|
+2
|
+1
|
Talent
|
+1
|
+2
|
4th |
+2
|
+2
|
+2
|
+1
|
Bonus feat
|
+1
|
+3
|
5th |
+2
|
+3
|
+3
|
+1
|
Talent
|
+2
|
+3
|
6th |
+3
|
+3
|
+3
|
+2
|
Bonus feat
|
+2
|
+3
|
7th |
+3
|
+4
|
+4
|
+2
|
Talent
|
+2
|
+4
|
8th |
+4
|
+4
|
+4
|
+2
|
Bonus feat
|
+3
|
+4
|
9th |
+4
|
+4
|
+4
|
+3
|
Talent
|
+3
|
+4
|
10th |
+5
|
+5
|
+5
|
+3
|
Bonus feat
|
+3
|
+5
|
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, he or she can select freely from any and all
talent trees. No
talent can be selected more than once unless expressly indicated.
The Charismatic hero has an innate
talent for being charming and captivating.
Charm: The Charismatic hero gets a competence 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.
This
ability can be taken more than once (for another gender).
Favor: The Charismatic hero has the
ability to acquire minor aid from anyone he or she 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 the hero retry the check for the same (or virtually the same)
favor. 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.
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, must be flat-footed or not in
combat, 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 or her 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 1 round and remains flat-footed. 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 or her 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. This is a Mind-Affecting
ability.
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 or she applies his or her Charismatic level as a competence bonus on any Bluff, Diplomacy, or Gamble checks the hero makes 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 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 or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist.
This
talent can be selected multiple times, each time worsening the dazzled penalty by -1. This is a Mind-Affecting
ability.
Taunt: The Charismatic hero has the
ability to temporarily rattle a target 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.
To taunt a target, the hero must use an
attack action and make a Charisma check (DC 15), adding his or her 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 1 round.
A taunt can be played on an opponent any number of times. This is a Mind-Affecting
ability.
Coordinate: The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10), the hero provides any of his or 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 hero's Charisma modifier.
The hero can
coordinate a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).
Inspiration: The Charismatic hero can inspire his or 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 hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero's Charisma modifier.
A Charismatic hero can't inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).
Greater Inspiration: The Charismatic hero can inspire his or her allies to even greater heights, bolstering them and improving 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.
A Charismatic hero can't inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).
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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