GrayDeath
2016-04-02, 01:10 PM
Let me first state the aim of the Class: This is meant to be a character who truly beats others with Charisma. It is not a dedicated Supporter, Striker, or Leader (for the MMO Crowd^^), but should be able to fill all these rolls. His SLA`s are meant to provide mostly EITHER Power OR Versatility (see Rule of Halves), his native Abilities meant to rock, but be manageable if done right.
I am aiming for very high T3 or low T2 Power Level.
Everything you can find that contradicts the wanted style or that aim, I would be very pleased to ,read. in Detail. ;)
Now lets get to it, shall we?
„The Charismancer/Charismator/Charismonger/Charisma Clubber“
Sometimes, Martial prowess, arcane Might, or Faith are not the source of a powerful being.
Neither Psionics nor meldshaping allowing them to accomplish things noone else can.
No, sometimes it is only the incredible force of their Personality, their Will (and arguably often their hellishly good looks^^).
They are not leaders, although many follow them. Neither are they poets or singers, although theme of many a song or poem.
Heroes and Villains of this ilk are called many names in many lands (and planes), but for this little scientifically minded description we shall call them .... Charismancers.
Basics:
Hitdie: D10 (Charismancers are tough, even if they do not seem that way)
BAB: medium (Competent but not battle-focussed Charsimancers know how to fight)
Saves:high Fort and WIll, Low Dex. (Their incredible will and Drive makes them resilient to many ills, but they do not have the reflexes of other more nimble classes)
Weapon Profficiencies: Charismancers of Level 1 and 2 are proficient with 5 Simple Weapons of their choice. As soon as they reach level 3 they gain proficiency with their Styles Weapons as well as gaining the Styles Weapon Ability.
Secondary Styles only convey Weapon profociencies, not Weapon Special Abilities!
If a Charismancer uses a Weapon not part of their Style(s), they always suffer -2 to attack Rolls and AC.
Armor Proficiencies: All Light Armors, All Shields except Tower Shields. (Charismancers may not gain heavy Armor Proficiency, though medium can be aquired, Exception see indomitable Charismancer).
Aligments: Any but True neutral. Charismancers are driven by Emotion, Will and Style.
Generally more extreme Alignments dominate (most often Chaotic Good and Lawful Evil, followed closely by Neutral Good, Chaotic Evil and Chaotic neutral).
CThe Charismancer
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+2
+0
+2
Skill Focus (any 2 Social Skills)
2nd
+1
+3
+0
+3
Choose one: Charismatic Strength or Charismatic Endurance
3rd
+2
+3
+1
+3
Choose Primary Style
4th
+3
+4
+1
+4
Charismatic Protection, Choose one SLA of L1 or 2
5th
+3
+4
+1
+4
GLaring Contempt
6th
+4
+5
+2
+5
My Perfection, your Doom, Choose a SLA of Level 1 or 2
7th
+5
+5
+2
+5
Personality Triumphant, Leadership*
8th
+6/+1
+6
+2
+6
Uplifting Presence, Choose a SLA of up to L3
9th
+6/+1
+6
+3
+6
Crushing Glare
10th
+7/+2
+7
+3
+7
Choose Secondary Style, Choose SLA up to L4
11th
+8/+3
+7
+3
+7
Aura of the Unchallenged, choose greater Glaring Contempt or Greater Crushing GLare
12th
+9/+4
+8
+4
+8
Choose one SLA up to L5
13th
+9/+4
+8
+4
+8
Nature Commanding Persona Assumption
14th
+10/+5
+9
+4
+9
Choose one SLA up to L6;
15th
+11/+6/+1
+9
+5
+9
World-Moving-Presence Assumption
16th
+12/+7/+2
+10
+5
+10
One SLA up to L7, Improved Leadership*
17th
+12/+7/+2
+10
+5
+10
Outsider-Compelling Soul
18th
+13/+8/+3
+11
+6
+11
Choose SLA up to L8
19th
+14/+9/+4
11
+6
+11
Charismatic Territory
20th
+15/+10/+5
+12
+6
+12
Choose Glare of Death OR Word of Life
SLA*s: These rules apply to any and all classgiven SLA`s the Charismancer gains.
Every Time a Charismancer can Choose a SLA, he notes the Level he chooses it at.
until he is 3 levels higher than the Level he chose it, he may use it once per Day, until he is 6 Levels higher 3 times/day, from that moment onward 1+Charisma-Mod/Day.
As soon as he would be able to choose 4th-Level-SLA`s he may instead Choose a first or second Level SLA with a total +2 of metamagic Feats. The number it is useable/day does not change.
The same applies as soon as he can choose L 6 (with Level 4 SLA`s).
All SLA`s have to come out of the following Core Spellcaster Class Lists: Wizard/Sorcerer, Cleric, Druid. The List is chosen once and for all with the exception of the School of magic listed next to the Type. Spells of these Schools are free to be chosen from the other lists as well.
Types/Styles of Charismancers:
Anyone charismatic enough can stumble upon the path to power that lies within the Charismancers way. But once stumbled, one has to choose HOW to pursue that way.
At achieving Third Level a Charismancer chooses his Style/Type. This gives him all the Special Abilities listed under that type at the Level listed next to them.
Once he reaches Level 10 he chooses a second (minor) type and gains 2 of the 3 Abilities of that type/style as well.
Opposing Styles cannot be combined.
Styles:
Each Style grants Acces to 2 Special Feats (Primary Style offers both, building on one another, Secondary only the lesser variant).
Every time you could take a feat after aquiring the Style (ergo earliest Level 4) you can choose one of these feats instead.
Benign: The Charismancer is a Force of helpfulness, soothing in his allencompassing auro of Benevolence.
Abilities: Master Diplomancer May reroll Diplomancy Rolls (failed or not) once for each four Levels in this Class/day.
Diplomatic(5) Can use Diplomancy on a whole Group of up to 2*ChaMod People. May spend one SLA use to: If using Diplomacy on one target has a Chance of attaining his/her eternal Admiration (requires passed Diplomacy Roll on 30 AND a followup D20 Roll+Cha-Difference between Charismancer and Target, a Roll of 15 or more means success). This only ever works on „mortal beings“ below the Charismancers level (DM`s choice)
Good Fortune Adds CharismaMod to AC.
Weapons of the Style: Unarmed Strike, Sap, Quarterstaff, Mancatcher, Bolos, Lasso, Net.
When using a Weapon that deals lethal Damage to deal nonlethal Damage, they suffer no penalty. When using a Weapon that deals nonlethal Damage or making an attack that does not deal damage at all, they increase their Attack Roll by 1 for every 5 Levels of this Class.
Opposite. Terrible
Special Feats:
Lesser: Healing Hands: May use his touch to heal ChaMod times/day. Each Use heals ChaMod*D6 Damage
Greater: Touch of Greatness: Once per day may touch an Ally and grant him +ChaMod to all Rolls for 5 Minutes (excludes Rolls of Effects the Character causes, like Spells Damage Rolls, but includes everything else)
Magic School: Divination
Indomitable: The Charismancers Will and strength of belief in his own superiority are so trong that he may ignore or resist almost anything.
Abilities: Unflinching Adds ChaMod to DR. (cannot be above Level in Charismancer)
hardened Body Adds ChaMod to all Energy Resistances (cannot be above Level +2)
Indomitable (5) Is immune to Fear of all Forms and Sources.
Weapons of the Style: : Unarmed Strike, Shields, Warmace, Heavy Mace, Naginata (or similar culturally fitting Weapon), Heavy Flail, Heavy Crossbow.
When being targetted by a Grapple or Trip attempt, Indomitable Charismancers add their Charisma-Bonus to any rolls to oppose that attempt (balance, Breaking free, etc). The Bonus cannot be higher than their Level in Charismancer/4.
Opposite: Radiant
Special Feats:
Lesser: Toughened Image: Gains medium Armor Profficiency and Heavy Armor Profficiency.
Greater: Gains ChaMod/2 Fast Healing
Magic School: Abjuration
Radiant: Many think of this style when thinking of the typical Charismancer. So strong, yes radiant, is his look, his personality, his Style, that all must stop and admire him … sometimes even unthinking forces seem stunned.
Abilities: Radiant Skin: Adds ChaMod to all Saves.
True Radiance: All Enemies within 30ft that can see him subract his ChaMod from their Initiative rolls.
Radiant Supremacy: Enemies which wish to attack him must pass a Will save vs.Charisma+(Level/5) or lose the difference to all Attack rolls. If they miss by more than 10 they cannot physically attack him at all during that battle.
Weapons of the Style: Unarmed Strike, Longsword, Scimitar, Rapier, Trident, Falchion, Longbow.
While wielding one of their Style Weapons, radiant Charismancers add the Enhancement Bonus of their weapon to their AC (counts as Deflection Bonus) if their opponents can see it AND it looks expensive/shiny/etc enough.
Opposite Type: Indomitable.
Special Feats:
Lesser: Radiant Skin: May sacrifice one Use of any of his SLA`s to boost all his saves by 2 for one Minute. Stacks with itself.
Greater: Foestopping Glare: May glare at his enemies (using up both his move and Standard Action) within a 120 degree arc (120ft long). All that can see him must pass a will save vs. 5+ChaMod+Level or suffer the following effects: Movent/2, Spell Failure Chance 35%, -5 to attack Rolls.
This effect is continuous while he does nothing but glare, but ends after 2 turns otherwise.
Every Enemy can only be affected once this way during any given battle.
Magic School: Illusion
Terrible: Terrible indeed is the Wrathful glare of this Charismancer. Pure malice and destruction are in his gaze, Terror in his every move.
Abilities: Terrible prowess: Adds ChaMod to Attack Rolls
Intimidating: May reroll 1/4th Level Intimidate Rolls/Day.
Intimidating Malice: (8) If his Intimidate Roll succeeds by more than 10, and the victom does not immedeately fall to its knees and abase itself fopr at least 5 rounds, the victim is dealt ChaMod D3 Dice of nonlethal Damage and falls unconscious for 4 turns. This Effect can only be used once upon any given target per day.
Weapons of the Style: Terrible: Unarmed Strike, Bastard Sword, Greatsword, Scythe, Greataxe, Double Bladed Sword, Throwing Spear.
When wielding one of its Style Weapons, a Terrible Charismancer adds +1 to the Damage dealt for every 4 Levels of his level in Charismancer (round up).
Opposite: Benign.
Special Feats:
Lesser: Destructive hand: While wielding one of his Style Weapons always treats it as keen and adds +1d6 Damage.
Greater: Terrorstrike: 3/Day. All Rolled Values (except for the to hit roll) of all attacks follwoing the activation (maximum one full turn) are counted as full (includes but is not limited to damage dice, Sneak Attack Dice, Crit Confirmation Rolls).
Magic School: Necromancy
Ability/Specials Descriptions:
Aura of the Unchallenged: Enemies with lower Charisma Scores suffer -3 to Attack Rolls and Initiative while within LoS and ChaMod*5 ft.
Charismancers of Level 15 or higher may spend 2 uses of any of their Spellike bilities to increase the Malus by that SLA`s Level for 5 turns.
Charismatic Endurance: Uses Charisma to determine Bonus HP (Instead of Constitution)
Charismatic Protection: Uses Charisma to determine Save Bonuses.
[/B] Charismatic Strength: Uses Charisma to determine Bonus Damage (instead of Strength)
Charismatic Territory: Within ChaMod+5 ft around the Charismancer he cannot be: Flanked, Sneak Attacked, Critted, or grappled.
Attacks made outside that range are unaffected. If in Conflict, roll any one die. Evens mean he cannot, odds mean he can be Grappled, Critted, Sneak attacked, etc.
Crushing Glare: ChaMod/Day. Deals ChaMod*D6 untyped Damage to one living, intelligent Target within LoS and 30+5*ChaMod ft. Will Save (vs. 10+Chamod+Level) halves.
Chrishing Glare, Greater:Sacrifice a Use of any SLA of Level 3 or higher: The number of Damage Dealt is calculated as above, but for every 10 points dealt, the Target suffers 2 points of Strength Damage.
Glaring Contempt: ChaMod/Day: Target living, intelligent Creature must pass a Will Save vs. 5+ChaMod+Level or suffer -3 to all Rolls for Charismancer Level TurnsTurns.
Glaring Contempt, Greater: Sacrifice one Use of any SLA of Level 3 or higher: If the Creature passes the Save, the above applies, if not, it is incapable of any actions except 5ft steps for 5 turns.
My Perfection, your Doom: Adds ½ ChaMod to Crit Confirmation Rolls on Targets that can see him.
Nature Commanding Persona Assumption: All natural Creatures (DM) receive – ChaMod to any Attempts to use the following skills against him: Bluff, Diplomacy, Intimidate, Sense Motive.
Outsider-Compelling-Soul: So bright/dark radiates his soul, that with but a whim he can summon an outsider of his own alignment. This basically works as planar binding, and the called outsider starts of with positive outlook.
Even though his SOuls light/dark mis nigh infinite, he can only do this twice per day without ... boring his audience.
Personality Triumphant: Can be used Charismancer Level/5 times per day. Must be announced prior to rolling. Adds Charisma/2 to one save for one turn (no matter how often it is rolled this turn).
THe Chraismancer may spend 2 SLA`s Uses to make this last for 5 turns (durations stack!)
Uplifting Presence: All Allies within ChaMod+5 yards gain + ½ ChaMod to all Saves while he is alive, conscious and they can see him. Continues for 1d3 turns after that is no longer the case.
World-moving-Persona-Assumption: The Charismancer can now intimidate natural Phenomena (Floods, Earthslides, Forest Fires.....) to stop or get out of his way. (Rolls against Magnitude Level+10+Difficulty (1-10, DM decides). Requires +1 not to harm him, +6 to let him through, +11 to get out of the way or +20 to stop).
Capstone: Only one can be chosen. Terrible Charismancers have to Choose Glare of Death, Benign Charismancers Word of Life. Radiant and Indomiteables are free to choose.
Glare of Death: ChaMod/Day: Target must pass a Will Save vs 5+ChaMod+ranks in Intimidate or Die.
Word of Life: Can use True Ressurection (without the Material Cost) on a dead Ally (must have known him/her long and well) without remains (1/day).
*: if Leadership is frowned upon at your table (or even outright forbidden) you may at these levels instead choose a Figher or Rogue Bonus Feat for which you qualify.
New Feats:
Magical Charisma Enhancement: Charismancers with this feat may spend one use of any SLA to increase their Charisma by 4 points for 5 turns. Multiple uses may be expended at the same time, resulting time stacks. Charisma cannot be increased by more than half this way (claculated before adding any other bonuses!).
Intrusion-rejecting-Presence: May only be chosen at Levels 12 or higher. Requires unbossted Charisma of 20 or higher.
Charismancers with this feat are immune against any Enchantment effects and receive their Charisma Bonus agains Mind affecting effects.
I am aiming for very high T3 or low T2 Power Level.
Everything you can find that contradicts the wanted style or that aim, I would be very pleased to ,read. in Detail. ;)
Now lets get to it, shall we?
„The Charismancer/Charismator/Charismonger/Charisma Clubber“
Sometimes, Martial prowess, arcane Might, or Faith are not the source of a powerful being.
Neither Psionics nor meldshaping allowing them to accomplish things noone else can.
No, sometimes it is only the incredible force of their Personality, their Will (and arguably often their hellishly good looks^^).
They are not leaders, although many follow them. Neither are they poets or singers, although theme of many a song or poem.
Heroes and Villains of this ilk are called many names in many lands (and planes), but for this little scientifically minded description we shall call them .... Charismancers.
Basics:
Hitdie: D10 (Charismancers are tough, even if they do not seem that way)
BAB: medium (Competent but not battle-focussed Charsimancers know how to fight)
Saves:high Fort and WIll, Low Dex. (Their incredible will and Drive makes them resilient to many ills, but they do not have the reflexes of other more nimble classes)
Weapon Profficiencies: Charismancers of Level 1 and 2 are proficient with 5 Simple Weapons of their choice. As soon as they reach level 3 they gain proficiency with their Styles Weapons as well as gaining the Styles Weapon Ability.
Secondary Styles only convey Weapon profociencies, not Weapon Special Abilities!
If a Charismancer uses a Weapon not part of their Style(s), they always suffer -2 to attack Rolls and AC.
Armor Proficiencies: All Light Armors, All Shields except Tower Shields. (Charismancers may not gain heavy Armor Proficiency, though medium can be aquired, Exception see indomitable Charismancer).
Aligments: Any but True neutral. Charismancers are driven by Emotion, Will and Style.
Generally more extreme Alignments dominate (most often Chaotic Good and Lawful Evil, followed closely by Neutral Good, Chaotic Evil and Chaotic neutral).
CThe Charismancer
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+2
+0
+2
Skill Focus (any 2 Social Skills)
2nd
+1
+3
+0
+3
Choose one: Charismatic Strength or Charismatic Endurance
3rd
+2
+3
+1
+3
Choose Primary Style
4th
+3
+4
+1
+4
Charismatic Protection, Choose one SLA of L1 or 2
5th
+3
+4
+1
+4
GLaring Contempt
6th
+4
+5
+2
+5
My Perfection, your Doom, Choose a SLA of Level 1 or 2
7th
+5
+5
+2
+5
Personality Triumphant, Leadership*
8th
+6/+1
+6
+2
+6
Uplifting Presence, Choose a SLA of up to L3
9th
+6/+1
+6
+3
+6
Crushing Glare
10th
+7/+2
+7
+3
+7
Choose Secondary Style, Choose SLA up to L4
11th
+8/+3
+7
+3
+7
Aura of the Unchallenged, choose greater Glaring Contempt or Greater Crushing GLare
12th
+9/+4
+8
+4
+8
Choose one SLA up to L5
13th
+9/+4
+8
+4
+8
Nature Commanding Persona Assumption
14th
+10/+5
+9
+4
+9
Choose one SLA up to L6;
15th
+11/+6/+1
+9
+5
+9
World-Moving-Presence Assumption
16th
+12/+7/+2
+10
+5
+10
One SLA up to L7, Improved Leadership*
17th
+12/+7/+2
+10
+5
+10
Outsider-Compelling Soul
18th
+13/+8/+3
+11
+6
+11
Choose SLA up to L8
19th
+14/+9/+4
11
+6
+11
Charismatic Territory
20th
+15/+10/+5
+12
+6
+12
Choose Glare of Death OR Word of Life
SLA*s: These rules apply to any and all classgiven SLA`s the Charismancer gains.
Every Time a Charismancer can Choose a SLA, he notes the Level he chooses it at.
until he is 3 levels higher than the Level he chose it, he may use it once per Day, until he is 6 Levels higher 3 times/day, from that moment onward 1+Charisma-Mod/Day.
As soon as he would be able to choose 4th-Level-SLA`s he may instead Choose a first or second Level SLA with a total +2 of metamagic Feats. The number it is useable/day does not change.
The same applies as soon as he can choose L 6 (with Level 4 SLA`s).
All SLA`s have to come out of the following Core Spellcaster Class Lists: Wizard/Sorcerer, Cleric, Druid. The List is chosen once and for all with the exception of the School of magic listed next to the Type. Spells of these Schools are free to be chosen from the other lists as well.
Types/Styles of Charismancers:
Anyone charismatic enough can stumble upon the path to power that lies within the Charismancers way. But once stumbled, one has to choose HOW to pursue that way.
At achieving Third Level a Charismancer chooses his Style/Type. This gives him all the Special Abilities listed under that type at the Level listed next to them.
Once he reaches Level 10 he chooses a second (minor) type and gains 2 of the 3 Abilities of that type/style as well.
Opposing Styles cannot be combined.
Styles:
Each Style grants Acces to 2 Special Feats (Primary Style offers both, building on one another, Secondary only the lesser variant).
Every time you could take a feat after aquiring the Style (ergo earliest Level 4) you can choose one of these feats instead.
Benign: The Charismancer is a Force of helpfulness, soothing in his allencompassing auro of Benevolence.
Abilities: Master Diplomancer May reroll Diplomancy Rolls (failed or not) once for each four Levels in this Class/day.
Diplomatic(5) Can use Diplomancy on a whole Group of up to 2*ChaMod People. May spend one SLA use to: If using Diplomacy on one target has a Chance of attaining his/her eternal Admiration (requires passed Diplomacy Roll on 30 AND a followup D20 Roll+Cha-Difference between Charismancer and Target, a Roll of 15 or more means success). This only ever works on „mortal beings“ below the Charismancers level (DM`s choice)
Good Fortune Adds CharismaMod to AC.
Weapons of the Style: Unarmed Strike, Sap, Quarterstaff, Mancatcher, Bolos, Lasso, Net.
When using a Weapon that deals lethal Damage to deal nonlethal Damage, they suffer no penalty. When using a Weapon that deals nonlethal Damage or making an attack that does not deal damage at all, they increase their Attack Roll by 1 for every 5 Levels of this Class.
Opposite. Terrible
Special Feats:
Lesser: Healing Hands: May use his touch to heal ChaMod times/day. Each Use heals ChaMod*D6 Damage
Greater: Touch of Greatness: Once per day may touch an Ally and grant him +ChaMod to all Rolls for 5 Minutes (excludes Rolls of Effects the Character causes, like Spells Damage Rolls, but includes everything else)
Magic School: Divination
Indomitable: The Charismancers Will and strength of belief in his own superiority are so trong that he may ignore or resist almost anything.
Abilities: Unflinching Adds ChaMod to DR. (cannot be above Level in Charismancer)
hardened Body Adds ChaMod to all Energy Resistances (cannot be above Level +2)
Indomitable (5) Is immune to Fear of all Forms and Sources.
Weapons of the Style: : Unarmed Strike, Shields, Warmace, Heavy Mace, Naginata (or similar culturally fitting Weapon), Heavy Flail, Heavy Crossbow.
When being targetted by a Grapple or Trip attempt, Indomitable Charismancers add their Charisma-Bonus to any rolls to oppose that attempt (balance, Breaking free, etc). The Bonus cannot be higher than their Level in Charismancer/4.
Opposite: Radiant
Special Feats:
Lesser: Toughened Image: Gains medium Armor Profficiency and Heavy Armor Profficiency.
Greater: Gains ChaMod/2 Fast Healing
Magic School: Abjuration
Radiant: Many think of this style when thinking of the typical Charismancer. So strong, yes radiant, is his look, his personality, his Style, that all must stop and admire him … sometimes even unthinking forces seem stunned.
Abilities: Radiant Skin: Adds ChaMod to all Saves.
True Radiance: All Enemies within 30ft that can see him subract his ChaMod from their Initiative rolls.
Radiant Supremacy: Enemies which wish to attack him must pass a Will save vs.Charisma+(Level/5) or lose the difference to all Attack rolls. If they miss by more than 10 they cannot physically attack him at all during that battle.
Weapons of the Style: Unarmed Strike, Longsword, Scimitar, Rapier, Trident, Falchion, Longbow.
While wielding one of their Style Weapons, radiant Charismancers add the Enhancement Bonus of their weapon to their AC (counts as Deflection Bonus) if their opponents can see it AND it looks expensive/shiny/etc enough.
Opposite Type: Indomitable.
Special Feats:
Lesser: Radiant Skin: May sacrifice one Use of any of his SLA`s to boost all his saves by 2 for one Minute. Stacks with itself.
Greater: Foestopping Glare: May glare at his enemies (using up both his move and Standard Action) within a 120 degree arc (120ft long). All that can see him must pass a will save vs. 5+ChaMod+Level or suffer the following effects: Movent/2, Spell Failure Chance 35%, -5 to attack Rolls.
This effect is continuous while he does nothing but glare, but ends after 2 turns otherwise.
Every Enemy can only be affected once this way during any given battle.
Magic School: Illusion
Terrible: Terrible indeed is the Wrathful glare of this Charismancer. Pure malice and destruction are in his gaze, Terror in his every move.
Abilities: Terrible prowess: Adds ChaMod to Attack Rolls
Intimidating: May reroll 1/4th Level Intimidate Rolls/Day.
Intimidating Malice: (8) If his Intimidate Roll succeeds by more than 10, and the victom does not immedeately fall to its knees and abase itself fopr at least 5 rounds, the victim is dealt ChaMod D3 Dice of nonlethal Damage and falls unconscious for 4 turns. This Effect can only be used once upon any given target per day.
Weapons of the Style: Terrible: Unarmed Strike, Bastard Sword, Greatsword, Scythe, Greataxe, Double Bladed Sword, Throwing Spear.
When wielding one of its Style Weapons, a Terrible Charismancer adds +1 to the Damage dealt for every 4 Levels of his level in Charismancer (round up).
Opposite: Benign.
Special Feats:
Lesser: Destructive hand: While wielding one of his Style Weapons always treats it as keen and adds +1d6 Damage.
Greater: Terrorstrike: 3/Day. All Rolled Values (except for the to hit roll) of all attacks follwoing the activation (maximum one full turn) are counted as full (includes but is not limited to damage dice, Sneak Attack Dice, Crit Confirmation Rolls).
Magic School: Necromancy
Ability/Specials Descriptions:
Aura of the Unchallenged: Enemies with lower Charisma Scores suffer -3 to Attack Rolls and Initiative while within LoS and ChaMod*5 ft.
Charismancers of Level 15 or higher may spend 2 uses of any of their Spellike bilities to increase the Malus by that SLA`s Level for 5 turns.
Charismatic Endurance: Uses Charisma to determine Bonus HP (Instead of Constitution)
Charismatic Protection: Uses Charisma to determine Save Bonuses.
[/B] Charismatic Strength: Uses Charisma to determine Bonus Damage (instead of Strength)
Charismatic Territory: Within ChaMod+5 ft around the Charismancer he cannot be: Flanked, Sneak Attacked, Critted, or grappled.
Attacks made outside that range are unaffected. If in Conflict, roll any one die. Evens mean he cannot, odds mean he can be Grappled, Critted, Sneak attacked, etc.
Crushing Glare: ChaMod/Day. Deals ChaMod*D6 untyped Damage to one living, intelligent Target within LoS and 30+5*ChaMod ft. Will Save (vs. 10+Chamod+Level) halves.
Chrishing Glare, Greater:Sacrifice a Use of any SLA of Level 3 or higher: The number of Damage Dealt is calculated as above, but for every 10 points dealt, the Target suffers 2 points of Strength Damage.
Glaring Contempt: ChaMod/Day: Target living, intelligent Creature must pass a Will Save vs. 5+ChaMod+Level or suffer -3 to all Rolls for Charismancer Level TurnsTurns.
Glaring Contempt, Greater: Sacrifice one Use of any SLA of Level 3 or higher: If the Creature passes the Save, the above applies, if not, it is incapable of any actions except 5ft steps for 5 turns.
My Perfection, your Doom: Adds ½ ChaMod to Crit Confirmation Rolls on Targets that can see him.
Nature Commanding Persona Assumption: All natural Creatures (DM) receive – ChaMod to any Attempts to use the following skills against him: Bluff, Diplomacy, Intimidate, Sense Motive.
Outsider-Compelling-Soul: So bright/dark radiates his soul, that with but a whim he can summon an outsider of his own alignment. This basically works as planar binding, and the called outsider starts of with positive outlook.
Even though his SOuls light/dark mis nigh infinite, he can only do this twice per day without ... boring his audience.
Personality Triumphant: Can be used Charismancer Level/5 times per day. Must be announced prior to rolling. Adds Charisma/2 to one save for one turn (no matter how often it is rolled this turn).
THe Chraismancer may spend 2 SLA`s Uses to make this last for 5 turns (durations stack!)
Uplifting Presence: All Allies within ChaMod+5 yards gain + ½ ChaMod to all Saves while he is alive, conscious and they can see him. Continues for 1d3 turns after that is no longer the case.
World-moving-Persona-Assumption: The Charismancer can now intimidate natural Phenomena (Floods, Earthslides, Forest Fires.....) to stop or get out of his way. (Rolls against Magnitude Level+10+Difficulty (1-10, DM decides). Requires +1 not to harm him, +6 to let him through, +11 to get out of the way or +20 to stop).
Capstone: Only one can be chosen. Terrible Charismancers have to Choose Glare of Death, Benign Charismancers Word of Life. Radiant and Indomiteables are free to choose.
Glare of Death: ChaMod/Day: Target must pass a Will Save vs 5+ChaMod+ranks in Intimidate or Die.
Word of Life: Can use True Ressurection (without the Material Cost) on a dead Ally (must have known him/her long and well) without remains (1/day).
*: if Leadership is frowned upon at your table (or even outright forbidden) you may at these levels instead choose a Figher or Rogue Bonus Feat for which you qualify.
New Feats:
Magical Charisma Enhancement: Charismancers with this feat may spend one use of any SLA to increase their Charisma by 4 points for 5 turns. Multiple uses may be expended at the same time, resulting time stacks. Charisma cannot be increased by more than half this way (claculated before adding any other bonuses!).
Intrusion-rejecting-Presence: May only be chosen at Levels 12 or higher. Requires unbossted Charisma of 20 or higher.
Charismancers with this feat are immune against any Enchantment effects and receive their Charisma Bonus agains Mind affecting effects.