"Charm is a way of getting the answer yes without
having asked any clear question."
Both the bard and the sorcerer channel magic through the innate power of the soul. Such power is inborn and developed only through experience and determination. However, some spellcasters take such development to the next level. They seek to increase their connection with magical energies by focusing on their personal presence. These spellcasters are frequently referred to as Charmers.
Charmers commonly begin a career adventuring to develop magical skills while some purpose or cause in the background drives them. Their spells focus in charms and enchantments. Soon, the Charmer becomes the face of a party for diplomatic, political or other reasons. This public exposure attracts others to the Charmer’s side. It is then that the soon-to-be Charmer notes the true link to the magical energy he or she focuses. Confidence, perseverance, and self-empowerment: all these things and more serve to fuel the personal power the sorcerer or bard taps.
It is the personality of the spellcaster that fuels his magic. The stronger the charisma one has, the more he or she can access the magical energies that permeate the universe. By developing that personal magnetism and appeal, Charmers increase the flow and strength of their magic, and vice versa. Soon magic begins to flood the Charmer’s very essence, beyond the point of any common bard or sorcerer.
A good Charmer uses their increased influence to end conflicts and wars, rescue prisoners without bloodshed, or attain information with careful subterfuge. However, an evil Charmer uses that influence to dominate powerful heads of state, instill fear in the people of the world, or instigate their surreptitious plans within organizations. Neutral Charmers frequently serve as diplomats and advisors to officials, although their affinity for enchantment sometimes raises suspicion of their motives. NPC Charmers are equally likely to fall into any of these roles.
Hit Die: d6
To qualify to become a Charmer, a character must fulfill all the following criteria.
Abilities: Charisma 18+
Skills: Knowledge (Arcana) 10 ranks, Diplomacy 5 ranks
Feats: Spellcasting Prodigy, Spell Focus (Enchantment), Leadership
Spells: Ability to cast at least three spells from the school of enchantment as a bard or sorcerer. At least one of these spells must be 3rd level or higher.
The charmer’s class skills (and the key ability for each skill) are Alchemy (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Innuendo (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Nobility and Royalty) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Read Lips (Int), Scry (Int, exclusive skill), Sense Motive (Wis), Speak Language, Spellcraft (Int), and Spot (Wis). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.
Skill Points at each level: 6 + Int modifier
Base Fort Ref Will
Class Level Attack
Bonus Save Save Save Special Spells
per Day
1st
+0 +0 +0 +2 Arcane
Grace, Social Grace, Trustworthy +1
level of existing class
2nd
+1 +0 +0 +3 How
Charming, Immune to Charms +1
level of existing class
3rd
+1 +1 +1 +3 Awe
Inspiring +1 level of existing class
4th +2 +1 +1 +4 Persuasive +1 level of
existing class
5th +2 +1 +1 +4 How
Charming, Arcane Presence +1 level of existing class
6th +3 +2 +2 +5 Fascinating +1 level of
existing class
7th +3 +2 +2 +5 Gilded
Tongue, Alluring +1 level of existing class
8th +4 +2 +2 +6 How
Charming +1 level of existing class
9th +4 +3 +3 +6 Speak
the Truth +1 level of existing class
10th +5 +3 +3 +7 A True Charmer +1 level of existing class
All the following are class features of the Charmer class.
Weapon and Armor Proficiency: Charmers gain no additional proficiency in any weapon or armor.
Spells per Day: When a new Charmer level is gained the character gains new spells per day as if he had also gained a level in a spellcasting class (bard or sorcerer) that he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a charmer, he must decide to which class he adds the new level for purposes of determining spells per day.
Arcane Grace (Ex): The Charmer gains his Charisma bonus to all saving throws.
Social Grace (Ex): The Charmer gains a bonus to the skill diplomacy equal to his charmer level.
Trustworthy (Ex): As per the Trustworthy feat from Song and Silence
How Charming (Ex): Beginning at 2nd level, the Charmer becomes so charming, it becomes harder to resist his enchantment spells. The save DC for any enchantment spell increases +1. This rises to +2 at 5th level and +3 at 8th level. These increases are cumulative with those granted by the Spell Focus and Greater Spell Focus feats.
Immune to Charms (Ex): A Charmer of 2nd level or higher gains immunity to all charm spells and effects. This does not include compulsions.
Awe Inspiring (Ex): At 3rd level, a Charmer gains the ability to generate an intangible, invisible aura of awe that overwhelms hostile creatures within a 20-foot radius. Anyone about to attack the Charmer must attempt a Will save (DC = the Charmer’s character level + charisma modifier). Those who fail the saving throw suffer a –2 morale penalty to attacks, checks, and save for one fully day or until they successfully damage the charmer generating the aura. A creature that made its initial save or damaged the charmer is immune to this aspect of the Charmer’s aura for one day. Charmers ignore the aura of other charmers.
Persuasive (Ex): As per the Persuasive feat from Song and Silence
Arcane Presence (Su): The Charmer permanently gains two points to charisma.
Fascinating (Sp): The Charmer may cast mass suggestion once per day as a spell-like ability using his total class level to determine the caster level.
Gilded Tongue (Ex): A Charmer of 7th level or above can speak with any living creature.
Alluring (Ex): As per the Alluring feat from Song and Silence
Speak the Truth (Su): One of the Charmer’s most powerful abilities: his or her aura so overwhelms others that they find it impossible to lie within the Charmer’s presence. This effect is usable to a number of times per day equal to the Charmer’s Charisma modifier. The effect has a duration of one minute per character level.
A True Charmer (Ex): The Charmer uses a new table to determine NPC attitudes, which supercedes Table 5-4 in the DMG.
Hostile Less than 10 10 20 25 35
Unfriendly - Less than 5 5 15 25
Indifferent - - Less than 1 1 15
Friendly - - - Less than 1 1
Also the Charmer may cast mass charm once per day as a spell-like ability using his total class level to determine the caster level.