The Charismatic Hero

The Charismatic Hero uses his Charisma score to best advantage. Taking a level in this class demonstrates a knack 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.

The 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. He might be captivating or compelling, and definitely appealing on a number of different levels.

Examples of Charismatic Heroes

Persuasive leaders, attractive celebrities and personalities, inspiring politicians, adept negotiators, entertainers, seducers, flirts, fast-talkers, con artists, flamboyant spies, and suave gamblers are some of the professional choices available to the Charismatic Hero.

Game Rule Information

Charismatic Heroes have the following game statistics.

Ability

Charisma is the key ability for this class. Charismatic Heroes usually have at 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. At character creation, a Charismatic Hero receives maximum hit points, 6, plus any bonus for a high Constitution score.

Action Points

Charismatic Heroes gain a number of action points equal to 5 plus one-half their character level, rounded down, every time they advance a level in this class.

Class Skills

The Charismatic Hero's class skills, and the key ability for each skill, are as follows (see Chapter Two: Skills for skill descriptions).

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), Read/Write Language (none), 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), the 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 Dedicated 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.

Talents at 1st Charismatic Level: The 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 to 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 hero's Charismatic levels.

The Charismatic Hero can only charm GM characters with attitudes that are 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 wrangle favors to acquire minor aid from anyone he meets. By making a favor check, the 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.

The Charismatic Hero spends an action point to activate this talent. To make a favor check, roll a d20 and add the character's favor bonus, equal to the hero'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. The 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: Skills 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 circumvent an adventure should always be unavailable to the character, regardless of the result of a favor check.

The GM should carefully monitor the 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 wrangling 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, through words and bearing, can beguile any (GM) character with an Intelligence score of 3 or better. To captivate a character, the Charismatic Hero uses an attack action. The target must be within 30 feet of the hero and able to see, hear, and understand the hero.

The hero makes a Charisma check with a bonus equal to his Charismatic levels. The target makes a Will saving throw to avoid being captivated.

If the save fails, the hero becomes the target's sole focus. The target pays no attention to anyone else for 1 round. This allows other characters to take actions of which the captivated target is unaware. The effect ends immediately if the target is attacked or threatened.

The Charismatic Hero can captivate the same target repeatedly.

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 levels as a bonus to 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 an opponent through sheer force of personality, a winning smile, and fast-talk. To dazzle an opponent, the hero uses an attack action and makes a Charisma check with a bonus equal to his Charismatic levels. The opponent makes a Will saving throw to avoid being dazzled.

If the save fails, the opponent receives a -1 penalty to task resolution checks (attack rolls, ability and skill checks, and saving throws) for a number of rounds equal to the hero's Charismatic levels.

This special ability can be selected multiple times, each time increasing the dazzle penalty by -1.

Prerequisite: Fast-talk.

Taunt: The Charismatic Hero has the ability to temporarily rattle another character (a Gamemaster character) through the use of insults and goading. The opponent must have an Intelligence score of 3 or better to be susceptible to a taunt. To make a taunt, the hero must use a full-round action. The hero makes a Charisma check, adding his Charismatic levels as a bonus. The result provides the DC for the opponent's Will saving throw. If the saving throw fails, the opponent becomes dazed (unable to act, but can defend normally) for 1 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 a +1 bonus to the task at hand. The bonus lasts for a number of rounds equal to the hero's Charisma modifier and is applied to his allies' attack rolls and skill checks during that time.

The hero can coordinate a number of allies equal to one-half his Charismatic levels, 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 and a +2 bonus on attack and damage rolls.

The Charismatic Hero can't inspire himself. He can inspire a number of allies equal to one-half his Charismatic levels.

Prerequisite: Coordinate.

Greater Inspiration: The Charismatic Hero can inspire his 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 and a +1 bonus on attack and damage rolls, which stacks with the inspiration bonus for a total of +3 to morale bonus and +3 to attacks and damage.

The Charismatic Hero can't inspire himself. He can inspire a number of allies equal to one-half his Charismatic levels.

Prerequisites: Coordinate, inspiration.

Bonus Feats

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, Deceptive, Dodge, Extra Wealth, Fame, Frightful Presence, Improved Initiative, Infamy, Iron Will, Lightning Reflexes, Low Profile, Mimic, Point Blank Shot, Trustworthy.

Table 1-8: The Charismatic Hero
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Defense
Bonus
Reputation
Bonus
Level Class Features
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


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