arkanis
2008-03-25, 09:09 PM
http://www.atlas-games.com/images/sorceress.gif
CHARMER
Hit Die: d4.
Requirements
To qualify to become a charmer, a character must fulfill all the following criteria.
Feats: Skill Focus (Diplomacy or Bluff), Skill Focus (any Perform).
Skills: Bluff 4 ranks, Diplomacy 6 ranks, Perform (any) 8 ranks.
Spells: Ability to cast charm person or charm animal and six other enchantment spells.
Class Skills
The charmer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animals (Cha), Intimidate (Cha), Knowledge (local), Perform (Cha), Profession (Wis), Speak Language, Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier.
Level | BAB | FORT | REFL | WILL | Special | Spells per Day |
1st| +0| +0| +0| +2| Attractive +1| +1 level of existing class
2nd| +1| +0| +0| +3| Inspiring aura| +1 level of existing class
3rd| +1| +1| +1| +3| -| +1 level of existing class
4th| +2| +1| +1| +4| Lesser unearthly grace| +1 level of existing class
5th| +2| +1| +1| +4| Attractive +2| +1 level of existing class
6th| +3| +2| +2| +5| Charming aura| +1 level of existing class
7th| +3| +2| +2| +5| -| +1 level of existing class
8th| +4| +2| +2| +6| Greater unearthly grace| +1 level of existing class
9th| +4| +3| +3| +6| Attractive +3| +1 level of existing class
10th| +5| +3| +3| +7| Suggestive aura| +1 level of existing class
Class Features
All of the following are Class Features of the charmer prestige class.
Weapon and Armor Proficiency: Charmers gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: When a new charmer level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of charmer to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
Attractive (Ex): At 1st level a charmer gains an attractive bonus which increases as she advances in this prestige class. A charmer adds this bonus to all DCs of mind-affecting enchantments she uses, and to all Charisma-based ability and skill checks she uses against creatures which find her to be a possible sexual partner or mate or otherwise sensually appealing (usually only creatures of the same type and opposite sex).
Inspiring aura (Su): At 2nd level a charmer grants all allies within 10 feet of her a +2 morale bonus to all attack rolls, saves, and skill checks. A charmer can activate this ability as a free action.
Unearthly Grace (Su): At 4th level a charmer may reroll any Charisma-based ability or skill check once and take the higher result. She also adds her Charisma modifier as a luck bonus to all her saves. At 8th level she also adds this bonus to her armor class.
Charming aura (Su): At 6th level all creatures within 30 feet of a charmer must make a Will save DC10 + charmer’s class level + charmer’s charisma modifier or become charmed by the charmer. This effect lasts as long as the creature remains within this radius and after they leave the radius for 1 minute per charmer level. Though this is always active, a creature can be affected by this ability only once every 24 hours regardless whether they pass or fail the save.
Suggestive aura (Su): At 10th level any command or request a charmer gives is treated as if made through a suggestion spell requiring a Will save DC10 + charmer’s class level + charmer’s charisma modifier to resist. This affects only creatures within 30 feet of the charmer. If a creature targeted by this ability ever passes one of its Will saves, it becomes immune to this ability for 24 hours.
CHARMER
Hit Die: d4.
Requirements
To qualify to become a charmer, a character must fulfill all the following criteria.
Feats: Skill Focus (Diplomacy or Bluff), Skill Focus (any Perform).
Skills: Bluff 4 ranks, Diplomacy 6 ranks, Perform (any) 8 ranks.
Spells: Ability to cast charm person or charm animal and six other enchantment spells.
Class Skills
The charmer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animals (Cha), Intimidate (Cha), Knowledge (local), Perform (Cha), Profession (Wis), Speak Language, Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier.
Level | BAB | FORT | REFL | WILL | Special | Spells per Day |
1st| +0| +0| +0| +2| Attractive +1| +1 level of existing class
2nd| +1| +0| +0| +3| Inspiring aura| +1 level of existing class
3rd| +1| +1| +1| +3| -| +1 level of existing class
4th| +2| +1| +1| +4| Lesser unearthly grace| +1 level of existing class
5th| +2| +1| +1| +4| Attractive +2| +1 level of existing class
6th| +3| +2| +2| +5| Charming aura| +1 level of existing class
7th| +3| +2| +2| +5| -| +1 level of existing class
8th| +4| +2| +2| +6| Greater unearthly grace| +1 level of existing class
9th| +4| +3| +3| +6| Attractive +3| +1 level of existing class
10th| +5| +3| +3| +7| Suggestive aura| +1 level of existing class
Class Features
All of the following are Class Features of the charmer prestige class.
Weapon and Armor Proficiency: Charmers gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: When a new charmer level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of charmer to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
Attractive (Ex): At 1st level a charmer gains an attractive bonus which increases as she advances in this prestige class. A charmer adds this bonus to all DCs of mind-affecting enchantments she uses, and to all Charisma-based ability and skill checks she uses against creatures which find her to be a possible sexual partner or mate or otherwise sensually appealing (usually only creatures of the same type and opposite sex).
Inspiring aura (Su): At 2nd level a charmer grants all allies within 10 feet of her a +2 morale bonus to all attack rolls, saves, and skill checks. A charmer can activate this ability as a free action.
Unearthly Grace (Su): At 4th level a charmer may reroll any Charisma-based ability or skill check once and take the higher result. She also adds her Charisma modifier as a luck bonus to all her saves. At 8th level she also adds this bonus to her armor class.
Charming aura (Su): At 6th level all creatures within 30 feet of a charmer must make a Will save DC10 + charmer’s class level + charmer’s charisma modifier or become charmed by the charmer. This effect lasts as long as the creature remains within this radius and after they leave the radius for 1 minute per charmer level. Though this is always active, a creature can be affected by this ability only once every 24 hours regardless whether they pass or fail the save.
Suggestive aura (Su): At 10th level any command or request a charmer gives is treated as if made through a suggestion spell requiring a Will save DC10 + charmer’s class level + charmer’s charisma modifier to resist. This affects only creatures within 30 feet of the charmer. If a creature targeted by this ability ever passes one of its Will saves, it becomes immune to this ability for 24 hours.