THE CHARISMATIC HERO
Ability: Charisma
Hit Die: 1d6
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
(warp, psychology, trade, adminstratum, galactic events, Imperium, streetwise,
tactics, technology, religion) (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).
Also, the starting background the
hero selects can provide additional class skills to choose from.
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 |
Leadership 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 |
Starting Feats
In addition to the two feats all
characters get at 1st level, 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, he or she can select freely from
any and all talent trees. No talent can be selected more than once unless
expressly indicated.
Note: The Charm feat has been
removed. In the religion heavy atmosphere of the gothic universe there is no
place for seduction! (Plus some races – like orks – are genderless rendering
the talent silly.)
Charm Talent Tree
The Charismatic hero has an innate
talent for being charming and captivating.
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.
Prerequisites: 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 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.
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. This is a Mind-Affecting ability.
Prerequisite: Fast-talk.
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.
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 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.
An inspired ally gains a +2 morale
bonus on saving throws, attack rolls, and damage rolls.
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).
Prerequisite: Coordinate.
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.
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.
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).
Prerequisites: Coordinate,
inspiration.
Innate Power Talent Tree
Innate Power: The Charismatic Hero has an
Innate Psyker level of 1. See the psychic section for more details on all the
things this entails. The character can use the Psychic Sense skill and uses Cha
as the primary attribute.
Improved Innate Power: The Charismatic Hero has an
Innate Psyker level of 2. See the psychic section for more details on all the
things this entails.
Prerequisite: Innate power.
Advanced Innate Power: The Charismatic Hero has an
Innate Psyker level of 3. See the psychic section for more details on all the
things this entails.
Prerequisite: Improved innate
power.
Note: There are dangers to selecting
the Innate Power Talents, the character is now easily identifyable as a psyker
as he gives of a psychic aura. In many places psykers are concerned unnatural
and may inspire fear or loathing.
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, Creative, Deceptive,
Dodge, Frightful Presence, Innate Gift, Innate Mastery, Iron Will, Lightning
Reflexes, Low Profile, Point Blank Shot, Renown, Trustworthy, Windfall.