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Charismatic Hero

Page history last edited by PBworks 13 years, 5 months ago

Charismatic Hero

While there are a lot of ways to build a solid reputation, the Charismatic hero does it primarily by winning the hearts and minds of the people she encounters every day. Relying on personal magnetism, overall charm and superb communication skills, Charismatic heroes have a way of connecting with others in a positive fashion, seemingly without even trying.

In many professions, the first impression is lasting—and the Charismatic hero takes full advantage of that. She may be comely, she may possess that winning smile, or she might have a compelling voice or mannerism. She may have an alluring aura, a mysterious magnetism or a compelling presence. By one means or another, she appeals to many different people and has the ability to make fast friends and gain trusted companions.

Thus, taking a level in this class provides many advantages to travelers and homebodies alike, whether the hero’s profession is that of an entertainer, lawman or gambler. A Charismatic young merchant could set up shop just about anywhere, selling her wares at top dollar to a trusting group of loyal customers. A Charismatic gambler could ease her way out of any mistaken accusations of cheating—likewise a fast-talking politician could secure a power base after a short stint in a new settlement. A Charismatic soldier could parlay his social skills into a coveted position as a spy for the government or a powerful capitalist. Truly, there is no limit to what a Charismatic hero can accomplish. Her engaging style, influential ways and downright likeability give her an edge anytime other folks get involved—which is as a certainty in every adventure.

Charismatic Hero Composition

Ability: It’s as obvious as a rattler’s tail; a powerful Charisma score is vital to the Charismatic hero’s success. Positive human interaction is greatly enhanced by a strong score in this ability, as is the ability to gain followers or companions. Additionally, such a hero often shores up their natural charm and amiability with some strong physical ability, such as Dexterity or Strength; alternatively, a worthy intellect can be a boon to a Charismatic hero who does a lot of talking and needs the ability to gather or assimilate knowledge quickly in order to cultivate and maintain someone’s trust.

Hit Die: 1d4+2

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 Skill Groups: The Charismatic hero’s class skill groups are Academic, Business, Creator, Clown, Social and Theatric

Skill Points: 9 + Intelligence modifier

Starting Feats: Charismatic heroes gain the feats Armor Proficiency (light), Simple Weapons Proficiency, and one of the following: . For starting feats and starting feats only, a character does not have to meet any ability score prerequisites of the feat. Characters that multi-classes into Charismatic hero do not gain these feats.

LevelBase Attack BonusSpecialDefense
1st +0 Talent +0
2nd +1 Bonus Feat +1
3rd +1 Talent +1
4th +2 Bonus Feat +2
5th +2 Talent +2
6th +3 Bonus Feat +3
7th +3 Talent +3
8th +4 Bonus Feat +4
9th +4 Talent +4
10th +5 Bonus Feat +5

Class Features

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 the hero must follow, while others provide a list from which to choose. As long as the hero qualifies, he or she can select freely from any of the Charismatic talent trees. The hero may not select a talent more than once unless expressly indicated in the talent description.

Charm Talent Tree

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

Charm: The Charismatic hero receives 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 NPCs with attitudes of unfriendly or better. The hero cannot use the charm bonus against characters that are hostile.

Presence: The Charismatic hero may gain her Charisma bonus as a dodge bonus to defense by taking a move action and making a Charisma check (DC 15), with a bonus equal to her Charismatic hero level. Creatures immune to fear get to ignore this dodge bonus.

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 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 a bonus equal to the character’s Charismatic level. The Judge sets the DC based on the scope of the favor requested. The DC ranges from 10 for a simple favor to as high as 30 for a formidable and highly dangerous, expensive, or illegal favor. A Charismatic hero cannot take 10 or 20 on this check, nor can she 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 game master should carefully monitor a Charismatic hero’s use of favors to ensure that this ability is not abused. The success or failure of a mission should not hinge on the use of a favor, and getting a favor should not replace good roleplaying or the use of other skills. The game master may disallow any favor deemed disruptive to the game.

Prerequisite: Charm.

Captivate: With her honeyed words and impressive bearing, a Charismatic hero can temporarily beguile a target. To be susceptible to a captivate attempt the target must have an Intelligence score of 3 or higher, be within 30 feet of the hero, and be able to see, hear, and understand the hero.

To captivate a target, the hero must use an attack action to make a Charisma check (DC 15), adding her Charismatic level as a bonus. If the Charisma check succeeds, the target can still 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 sole focus of the target. The target pays no attention to anyone else until he suceeds at the saving throw; the target is entitled to a new saving throw each round he is under the effect. 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.

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, she applies her Charismatic level as a bonus on any 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. To be susceptible to a dazzle attempt, the target must have an Intelligence score of 3 or higher, be within 30 feet of the hero, and be able to see, hear, and understand the hero.

To dazzle a target, the hero must use an attack action to make a Charisma check (DC 15), adding her Charismatic level as a bonus. If the Charisma check succeeds, the target can still 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 the remainder of the encounter.

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

Prerequisite: Fast-talk.

Harmless: The Charismatic hero can appear harmless to the enemy. To be suseptible to harmless, a foe must have an Intelligence score of 3 or higher and be withing sight or hearing at the time of activation. By taking an attack action and suceeding on a Charisma check (DC 15), adding her Charisma level as a bonus, all enemies within sight or hearing at time of activation must make a Will saving throw (DC 10 + Charismatic hero's class level + Charismatic hero's Cha bonus) to target the Charismatic hero with an attack. This save must be repeated each round the foe wishes to attack the Charismatic hero. This benefit ends if the Charismatic hero takes any offensive action, including attacks and threats, against affected creatures.

Prerequisite: Fast-talk.

Taunt: A Charismatic hero has become so adept at insulting and goading that she can cause another to become temporarily rattled. To be susceptible to a taunt, the target must have an Intelligence score of 3 or higher, be within 30 feet of the hero, and be able to hear and understand the hero.

To taunt a target, the hero must use a move action to make a Charisma check (DC 15), adding her Charismatic level as a bonus. If the Charisma check succeeds, the target can still 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.

The hero can use a taunt 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. If the hero can spend a full round directing her allies and can make a Charisma check (DC 10), she can provide 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 of her Charismatic level.

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 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 cannot inspire herself. The hero can inspire a number of allies equal to her Charismatic level.

Prerequisite: Coordinate.

Greater Inspiration: The Charismatic hero can inspire 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.

An inspired ally gains an additional +1 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.

The hero can inspire a number of allies equal to her Charismatic level.

Prerequisites: Coordinate, inspiration.

Bonus Feats

At 2nd, 4th, 6th, 8th, and 10th level, the Charismatic hero gains a bonus feat. The hero must select the feat from the following list, and some feats may not be eligible for selection until the hero meets certain prerequisites.

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

 

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